Remove these ads. Join the Worldbuilders Guild

Circle of the Petal Druid

In the tranquil groves where nature’s harmony sings loudest, there exists a circle of druids attuned to the delicate dance of petals upon the breeze. These druid guardians of the natural world, known as the Circle of the Petal, draw their power from the spirit of Obojima, the steady island breeze, and the ephemeral beauty and resilience of flowers. Embracing these subtle powers, they harness the whispers of the wind and the gentle caress of petals to weave their enchantments and shape the world around them. Members of the Circle of the Petal are revered for their deep connection to the sacred dawn petal tree and their ability to evoke its serene splendor in both peaceful sanctuaries and in dire situations. These druids become conduits of life energy, channeling the essence of blossoms into healing balms, protective barriers, and devastating bursts of floral fury. Guided by the eternal cycle of growth, bloom, and decay, they embody the ever-renewing vitality of nature, ensuring that even in the darkest of times, hope blossoms anew like petals on the wind.  

Petal Dance

At 2nd level, you become permeated with the spirit of Obojima and are now able to control a fraction of Obojima’s magic that manifests as flower petals of the druid’s choosing. As a bonus action, you can expend a use of your Wild Shape to call on this power and can conjure a resilient cloud of petals that functions as an extension of your own being. This cloud lasts for 1 hour. While enveloped by the cloud, your AC increases by 1 and you gain the following benefits.   As a bonus action, you can cause your petals to lunge toward a creature you can see within 30 feet of you, slashing at its body. Make a ranged spell attack against the target using your spell attack bonus. On a hit, the target takes 1d6 slashing damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).   Additionally, when you or a creature you can see within 10 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to your druid level + your Wisdom modifier. Once you’ve used your petal cloud in this way, the cloud dissipates.  

Petal Beast Mimicry

At 6th level, you gain the ability to imbue life into your petals. As an action, you can summon a spirit that has the appearance of a creature of your choice. This spirit arrives as a great wind that overtakes the petals before transforming into the desired beast, which you control. The spirits uses the bestial spirit statistics (see page $$), with the following changes:
  • Its hit points are equal to three times your druid level.
  • When it takes the attack action its attack modifier is equal to your spell attack modifier.
  • In addition to its walking speed, it has a flying speed of 20 feet and can hover.
  • It can move through the space of other creatures as if they were difficult terrain.
  The spirit appears in an unoccupied space of your choice within 30 feet of you and acts on your turn. The spirit can only take the Dash and Attack action. If the spirit is reduced to 0 hit points, it explodes in a stunning spectacle of cascading petals. Until the end of your next turn, all creatures within a 20-foot radius centered on the spirit are affected by the Faerie Fire spell. Alternatively, the spirit disappears after 1 minute or if you dismiss it early (no action required).   Starting at 11th level, you can expend two uses of this ability to summon two bestial spirits, instead of one, when you use this action.   You have two uses of this feature, and you gain an additional use of it when you reach certain levels in this class: 11th level (three uses) and 16th level (four uses). You regain all expended uses of this feature when you finish a long rest.

Bestial Spirit CR: 1

Medium spirit, unaligned
Armor Class: 15 (natural armor)
Hit Points: 38 (8d6 + 10)
Speed: 40 ft , fly: 20 ft , can hover

STR

15 +2

DEX

15 +2

CON

15 +2

INT

9 -1

WIS

12 +1

CHA

9 -1

Skills: Intimidation +1, Perception +3, Stealth +4
Senses: Passive Perception 13
Languages: Common
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Actions

Chomp.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

Devour.

When the bestial spirit reduces a creature to 0 hit points, it consumes some of the creature’s essence, regaining 1d10 hit points.

Spirit of Obojima

Starting at 10th level, the spirit of Obojima comes to your aid in both subtle and grand ways. Whenever making a Wisdom (Survival) check to find a path or creature, the wind carries a collection of brilliant white petals in the direction you seek. You have advantage when making these skill checks.   Additionally, you can use an action to magically call forth a massive swarm of petals, which create a great barrier. In a space that you can see, a wall of shifting petals forms. This wall is 1 foot thick, 15 feet tall, and up to 60 feet long. It appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall except for creatures designated by you. It is immune to all damage, as the petals magically heal any hole that would be created by an attack or effect. This wall lasts a number of minutes equal to your druid level.   Once you use the petal barrier, you can’t use it again until you finish a long rest.  

Winds of Revival

Starting at 14th level, the spirit of Obojima comes to your aid in your times of greatest need. When you are reduced to 0 hit points, you instead regain half of your hit points and are lifted to your feet amidst a turbulent tempest of petals.   You can then immediately use your reaction to send a wave of concussive wind sweeping out from you. Each creature in a 10-foot radius centered on you must succeed on a Strength saving throw against your spell save DC or be pushed 15 feet away from you and suffer 2d8 slashing damage.   Once you use this feature, you must finish a long rest before you can use it again.
hit dice: 1d8 per druid level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + yout Constitution modifier per druid level after 1st
armor proficiencies: Light armor, medium armor, shields (druids will not wear arm or or use shields made of metal)
weapon proficiencies: Clubs, daggers, darts, javelins, maces, 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 provided by your background:

  • (a) a wooden shield or (b) any simple weapon

  • (a) a scimitar or (b) any simple melee weapon

  • Leather armour, 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 druid 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:

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.  

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:  
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
 

Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Wild Companion (Optional)

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.  

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.  

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.  

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
subclass options:
LevelProficiency BonusAbilitiesCantrips known1st2nd3rd4th5th6th7th8th9th
1+2Druidic, Spellcasting22
2+2Wild Shape, Druid Circle, Wild Companion (Optional), Petal Dance23
3+2-242
4+2Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)343
5+3-3432
6+3Petal Beast Mimicry3433
7+3-34331
8+3Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)34332
9+4-343331
10+4Spirit of Obojima443332
11+4-4433321
12+4Ability Score Improvement, Cantrip Versatility (Optional)4433321
13+5-44333211
14+5Winds of Revival44333211
15+5-443332111
16+5Ability Score Improvement, Cantrip Versatility (Optional)443332111
17+6-4433321111
18+6Timeless Body, Beast Spells4433331111
19+6Ability Score Improvement, Cantrip Versatility (Optional)4433332111
20+6Archdruid4433332211

Created by

Colinsky.

Statblock Type

Class Features

Link/Embed