Circle of the Green

Druids of the Circle of the Green devote themselves to the plants and green things of the world, recognizing the role of plants in giving life. By continued communion with plant life, they believe they draw nearer to what they call “The Green,” a cosmic thread that binds all plant life. Druids of this circle believe they gain their abilities by tapping into the Green, and they use this connection to summon a spirit from it.

Circle Spells

When you join this circle at 2nd level, you form a bond with a plant spirit, a creature of the Green. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Green Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Green Spells
Druid Level Spells
2nd Entangle, goodberry
3rd Barkskin, spike growth
5th Speak with plants, vine carpet*
7th Dreamwine*, hallucinatory terrain
9th Enchanted bloom*, tree stride

Summon Green Spirit

Starting at 2nd level, you can summon a spirit of the Green (see below), a manifestation of primordial plant life. As an action, you can expend one use of your Wild Shape feature to summon the Green spirit rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. When the spirit appears, the area in a 10-foot radius around it becomes tangled with vines and other plant growth, becoming difficult terrain until the start of your next turn. The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Green Spirit stat block, which uses your proficiency bonus (PB) in several places.

You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches and leaves, while others look like creatures with leafy bodies and heads made of gourds or fruit. Some even resemble beasts, only made entirely of plant material.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The green spirit can move and use its reaction on its own, but, if you don’t issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit remains for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. When it manifests, the spirit bears 10 fruit that are infused with magic. Each fruit works like a berry created by the goodberry spell

Green Spirit

Tiny plant

Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 13 (+1) 15 (+2) 11 (+0)

Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge
Proficiency Bonus (PB) equals your bonus

SPECIAL TRAITS

  • Plant Camouflage. The green spirit has advantage on Dexterity (Stealth) checks made to hide in terrain with ample obscuring plant life.
  • Part of the Green. Difficult terrain composed of magical or nonmagical plants and undergrowth doesn’t cost the green spirit extra movement. In addition, the green spirit can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard

ACTIONS

  • Thorn Attack. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d8 + PB piercing damage.

Gift of the Green

At 6th level, the bond with your green spirit enhances your restorative spells and gives you the power to cast additional spells. Once before the spirit’s duration ends, you can cast one of the following spells without expending a spell slot or material components: locate animals or plants, pass without trace (only in environments with ample plant life), plant growth, or speak with plants. You can’t cast a spell this way again until the next time you summon your green spirit. Whenever you cast a spell that restores hit points while your green spirit is summoned, roll a d8 and add the result to the total hit points restored. In addition, when you cast a spell with a range other than self, the spell can originate from you or your green spirit.

Verdant Interference

Starting at 10th level, when a creature you can see within 30 feet of you or your green spirit is attacked, you can use your reaction to cause vines and vegetation to burst from the ground and grasp at the attacker, giving the attacker disadvantage on attack rolls until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spirit Symbiosis

At 14th level, while your green spirit is within 30 feet of you, you can use an action to join with it, letting its plant matter grow around you. While so joined, you gain the following benefits:

  • You gain temporary hit points equal to your green spirit’s current hit points.
  • You gain a climbing speed of 30 feet.
  • You have advantage on Constitution saving throws.
  • The ground within 10 feet of you is difficult terrain for creatures hostile to you.
  • You can use a bonus action on each of your turns to make a tendril attack against one creature within 10 feet of you that you can see. Make a melee spell attack. On a hit, the target takes bludgeoning damage equal to 2d8 + your Wisdom modifier.

This feature lasts until the temporary hit points you gained from this feature are reduced to 0, until the spirit’s duration ends, or until you use an action to separate. If you separate, the green spirit has as many hit points as you had temporary hit points remaining.

If this effect ends because your temporary hit points are reduced to 0, the green spirit disappears until you summon it again.

Section 15: Copyright Notice

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