Circle of Oaks
There is power in the ancient trees of the world—a quiet, abiding power. Those who live among trees, like the elves, are aware of this power, and they treat it with respect, even reverence. Some druids learn to tap into this power. These are the members of the Circle of Oaks. By suffusing themselves with the vitality and strength of the ancient green, they can perform mighty feats. Although they commonly hail from the ancient forests of the world, Circle of Oaks druids can be found anywhere there are trees of sufficient age from which to draw power.
Tree Step
Starting at 6th level, you can spend half your movement to magically step into a tree and transport yourself through it and out of another tree of the same kind within 60 feet, reappearing in a space of your choice within 5 feet of the destination tree. You can use this feature twice when you reach 10th level, and three times at 14th level, when the range becomes 120 feet. You regain all expended uses when you finish a long rest.
Might of the Oak
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a tree-like humanoid, similar to a treant, though not as powerful. While in this form, you are a Large plant, and you have the following statistics:
AC 15
Hit Points 10d10+50
Speed 30 ft.
Strength 22 (+6)
Dexterity 9 (-1)
Constitution 20 (+5)
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
False Appearance. While you remain motionless, you are indistinguishable from a tree.
Multiattack. You make two Slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target.
Hit: 21 (3d10 + 5) bludgeoning damage.
Rouse the Grove
At 14th level, you can use an action on your turn to stir the trees around you, bringing them to your aid. All trees within 60 feet of you become animated, their roots churning the earth and their branches whipping and slashing. All spaces within 15 feet of a tree are considered difficult terrain for your enemies, but not for you or your allies. A creature concentrating on a spell that starts its turn in one of the affected spaces must succeed on a Constitution saving throw against your spell save DC or lose concentration on the spell.
Also, you can use a bonus action on your turn to cause one affected tree to strike a creature within 15 feet of it with a branch. Make an attack roll, using your spellcasting ability modifier as a bonus to the roll. On a hit, the creature takes 4d6 bludgeoning damage. You can use this feature for a number of rounds equal to your druid level; these rounds need not be consecutive. You regain the full use of this feature when you finish a long rest.
If this feature is used underground, beneath an area where trees grow, the effect is the same, except it is the trees’ roots that burst through walls into rooms or tunnels, producing the same effects. If the GM decides the area is too far underground or is otherwise unsuitable for this feature to be used, it has no effect.