Circle of the Harvest

Druids of the Circle of the Harvest amplify the bounty of the land to benefit all. Unlike other druids who tend to be removed from civilization, members of this circle live alongside rural communities and often serve as leaders and guardians of the farmlands.

Usually responsible and diligent, these druids seek to see others reap the just rewards of their work, and then go on to share the plenty.

Mystic Agronomy

When you choose this circle at 2nd level, you learn to magically enlarge grains and vegetables as an action. You touch a fruit or vegetable, and cause it to grow one size category and weigh 10 times more. A single fruit or vegetable can only be affected twice by this magic. Alternatively, a 10 foot radius area of grassy plants around you can grow up to 10 feet high, making the area heavily obscured.

You can use this feature a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a long rest.

Blight Exorcist

Additionally at 2nd level, you learn how to remove harmful toxins from plants, and how to release them back out.

You can cast protection from poison targeting a plant type creature at-will, without expending a spell slot. You also learn the poison spray cantrip, and when you cast it you add additional necrotic damage equal to your proficiency bonus to the damage roll.

Bountiful Harvest

Starting at 6th level, you always have plant growth prepared and it doesn’t count against the number of spells you can prepare.

This spell also has special properties when you cast it. When you cast the spell using an action, you can selectively choose which spaces within the area are affected by the growth, or cause plants to appear anywhere in the area there aren’t any. When you cast the spell using either casting time, the affected area is doubled.

Sow Goodness

Beginning at 10th level you can sow magic seeds which rapidly mature and bloom. Choose three points within 20 feet. Plants magically spring forth from the points and bear fruit at the end of your turn.

Eating the fruit restores 1d4 hit points. As long as the fruit remains on the plant, the amount of healing increases by 1d4 at the end of each of your subsequent turns, up to a maximum of 4d4.

Any time after the end of your turn, a creature next to that space can pluck a fruit from the magical sapling and eat it as a bonus action.

Each plant lasts until a fruit is picked from it, or for one minute, after which they wither and die. The fruit rots one minute after being picked if not eaten.

Sentient Symbiosis

Starting at 14th level, you can awaken a connection to the life force present in plants, and can convince them to act on your behalf. As an action each round for up to 1 minute, you gain a limited ability to control plants within 30 feet of you with your thoughts.

The plants can affect one target in the area each turn. The target can be a creature or an object, and be either the same each turn, or you can choose a new target on your turn. If you switch targets, the prior target is no longer affected.

  • Creature. You can try to move or restrain a Large or smaller creature. The target must make a Strength saving throw against your spell save DC. on a failure, you move the creature up to 30 feet in any direction, including upward but not beyond the area of this effect. Until the end of your next turn, the creature is restrained by writhing vines and roots. A creature lifted upward is suspended in mid-air by the plants. A creature can repeat the saving throw at the end of each of its turns to stop being restrained.
  • Object. With grasping roots, branches, and vines, the plants try to move an object that weighs up to 500 pounds. If the object isn’t being worn or carried, the plants smoothly move it up to 30 feet in any direction, including straight up. If you move the object outside the area affected by this feature, it is flung by the plants and cannot rest midair. If the object is worn or carried by a creature, you must make Wisdom check contested by that creature’s Strength check. You add your proficiency bonus to the contested roll. If you succeed, the plants pull the object away from that creature and can move it on subsequent turns.

The plants can exert fine control on objects with their delicate vines. You can use them for simple tasks such as turning a key, opening a chest, retrieving an item from a bag, or knocking over a lantern.

Once you use this feature, you must finish a long rest before you can use it again.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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