Residing in the great jungles south of Cathar, the druids of the Circle of the Seed of Life differ from most other druids in the sense that they choose to align themselves with the plantlife of their homeland, rather than the animals. The jungle is botantically diverse, from giant vines to millenia-old trees. Members of the Circle of the Seed Life are more than just the caretakers of the jungle, they are one with it. They see the jungle as a single living organism, and are pledged to defend it at any cost. They view the city of Cathar as an abomination, a mechanical monstrosity, a beast of steel and steam dead-set on destroying the jungle that they call home. They commune with the spirits of the plants around them, drawing their magic from the very soul of the jungle itself. They reside in the thickest and most impetrable portions of jungle, and seldom leave save for the most dire of emergencies.
hit dice:
1d8 per druid level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per druid level after 1st
armor proficiencies:
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies:
Daggers, darts, javelins, quarterstaffs, scimitars, sickles, slings, spears
tools:
Herbalism kit
saving throws:
Intelligence, Wisdom
skills:
Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer's pack, and a druidic focus
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
class features:
Arcane Botany
When you join this circle at 2nd level, your connection to the plants around you has begun to deepen beyond the level experienced by most druids. You can make use of Seeds, capsules containing the essence of a powerful plant. As an action, you may throw the Seed at a point on the ground within 40 ft of you, causing the Seed's inhabitant to sprout from that location. The duration and effect of the plant depends on the type of Seed thrown.
Floral Constitution
At 6th level, the natural magics of the jungle flow through you. You gain the following benefits:
You have advantage on saving throws against spells and effects that deal poison or necrotic damage, and you have resistance to poison damage.
Whenever you deal non-poison damage to a creature, you may choose to deal additional 2d6+4 poison damage.
While in beast form, you are immune to poison damage.
While in beast form, you deal an additional 2d8+8 damage as poison with every attack.
The Rainforest's Call
Beginning at 10th level, you may call upon the strength of the Jungle to aid you in battle. As an action, you may expend a use of Wild Shape to summon forth the natural power within you. Your skin becomes armored with a layer of bark, and your muscles are reinforced with rootlike tendrils. Your eyes and mouth glow with a green light, and the same light runs underneath your skin. Your transformation lasts for 2 minutes or until you end it as a bonus action. During your transformation, you gain the following effects:
Your armor class increases by 2
You are immune to poison and necrotic damage
You movement speed increases by 10 ft
Verdant Soul
At 14th level, your connection to the jungle vastly outapces anyone else's, even members of your own Circle. The jungle's song resonates within you, you can feel what it feels and see what it sees, the combined power of an entire ecosystem running through your body at all times. Your soul is one with the Jungle's, propelling your magic and abilities to new heights.
Jungle is now your favored terrain. This is treated the same as it would be for a Ranger, and the effects are listed under the Favored Terrain section in the Ranger stat block.
When The Rainforest's Call is active, blood-red flowers sprout along your back. These flowers emit a sickly mist in a 10 ft radius around your body. Any creature caught within that radius must make a Constitution saving throw at the beginning of its turn or take 6d8 poison damage, or half that on a success.
When you use The Rainforest's Call, you gain the following additional benefits:
You gain an additional bonus of 2 AC
If you are in the Jungle, you are immune to being Charmed or Stunned
You have advantage on saving throws against spells and abilities that deal damage
The duration of The Rainforest's Call is extended to 6 minutes
If you use a Seed while The Rainforest's Call is active, the Seed will multiply. Pick two different locations to target instead of just one.
subclass options:
Druid Level | Features | Seed of Life Spells |
---|
2 | Arcane Botany | Mother's Embrace |
6 | Floral Constitution | - |
10 | The Rainforest's Call | Vinelash, Oakenskin |
14 | Verdant Soul | Sickening Mist |