Class Feature Variant: Druid Wild Growth v1.2 – UPDATE(DEC/10/20)

Druid

Wild Growth Version 1.2

Replaces Wildshape
Starting at 2nd level, you can call upon your special connection to plants and the primordial forces of life that give them power. They grow instantaneously and move at your command. As an action, you can activate Wild Growth. When you do so, choose 2 of the following options. You can choose the same option more than once:

  • Razor Leaf: Razor sharp leaves fly at a creature within 60 feet of you. It must succeed on a Dexterity saving throw or else take 1d10 slashing damage.
  • Grabbing Vines: Vines lash themselves around an object or creature within 60 feet of you and no more than 10 feet above the ground or from a wall, making a disarm or grapple attempt if warranted using your Spell attack modifier.
  • Shielding Branches: Limber branches erupt around a creature on the ground within 60 feet of you, swaying to protect it from harm. It gains a +2 bonus to AC while it is in that space.
  • Hiding Grass Tall grass fills a 10-foot-cube area on the ground within 30 feet of you. That area is heavily obscured.
  • Stable Roots: A large root grows from the ground at a point within 30 feet of you. It is 5 feet wide and 15 feet long. You choose its shape when it emerges. If a creature is standing where the root would emerge, they can choose to be lifted by the root or move to the nearest unoccupied space. If there is no space for the root to grow, then the root stops growing. A 5-foot-cube section of a root has an AC equal to your Spell save DC, 15 hit points, vulnerability to fire and slashing damage, and resistance against bludgeoning and piercing damage. When you use Stable Root, you can choose to target an existing Stable Root to make it grow 5 feet wider or 15 feet longer.

On subsequent turns, you can use an action to use one of these options again. You have access to these options for 1 minute. Once you use this feature, you cannot do so again until the end of your next short or long rest.

At 5th level, you can use 3 options instead of 2 when you activate this feature, and 2 options instead of 1 as an action on one of your subsequent turns before Wild Growth’s duration ends.

The damage of Razor Leaf increases by 1d10 at 6th (2d10) and 13th level (3d10).

While Wild Growth is active, you can as an action extend its duration by expending a spell slot by a number of minutes equal to the spell slot level expended.

Wild Growth: Leaf Wall

Replaces Wildshape Improvement
At 4th level, you gain access to the following option when you activate Wild Growth.

  • Leaf Wall: A large and tough leaf sprouts from the ground or a wall within 30 feet of you. It is 10 feet wide, 10 feet long, and 6 inches thick. Its AC equals your Spell save DC, and each 5 x 5 foot section has 15 hit points and resistance to bludgeoning, piercing, slashing, fire, and thunder damage.

As a bonus action, you can cause a leaf wall you can see to sever itself from the surface it is grown from, falling to the ground. A leaf wall is buoyant enough to float in water.

Wild Growth: Dandelion Ride

Replaces Wildshape Improvement
At 8th level, you gain access to the following option when you activate Wild Growth.

  • Dandelion Ride: A massive seeding dandelion shoots up from the ground at a point within 20 feet of you. It is 5 feet in diameter at its base, 15 feet tall, and its top 5 feet is covered in a thick, 5-foot-radius seed head. Its AC equals your Spell save DC, and it has 15 hit points and vulnerability to fire, lightning, and thunder damage.

On subsequent turns while your Wild Growth is active, you can as an action summon powerful winds that target only the Dandelion Rides that you can see. The wind pushes all target Dandelion Rides 60 feet into the air in a single direction of your choice. The Dandelion Rides can be pushed 5 feet horizontally for every 5 feet it is pushed vertically.

One Dandelion Ride can support the weight of 2 Medium creatures or 1 Large creature while in the air. A creature must grab onto or be held in some way to the Dandelion Ride in order to be pushed with it.

Dandelion Rides begin to fall at the end of your next turn, unless you use your action to summon winds to push them during that turn, or moderate to heavy winds from another source push them before then.

When a Dandelion Ride is falling, it falls at a rate of 30 feet per round.

Overgrowth

Replaces Beast Spells
At 18th level, whenever you cast a druid spell of 1st level or higher, you can as a bonus action use an option from Wild Growth, even if Wild Growth is not active.

Pangea

Replaces Archdruid
At 20th level, you can use one of Wild Growth’s options as a bonus action on any of your turns without needing it to be active.


Wild Growth (OLD VERSION 1.1)

Replaces Wildshape
Starting at 2nd level, you can call upon your special connection to plants and the primordial forces of life that give them power. They grow instantaneously and move at your command. As an action, choose 3 of the following options. You can choose the same option more than once:

  • Razor Leaf: Razor sharp leaves fly at a creature within 60 feet of you. It must succeed on a Dexterity saving throw or else take 1d10 slashing damage.
  • Grabbing Vines: Vines lash themselves around an object or creature within 60 feet of you and no more than 10 feet above the ground or from a wall, making a disarm or grapple attempt if warranted using your Spell attack modifier.
  • Shielding Branches: Limber branches erupt around a creature on the ground within 60 feet of you, swaying to protect it from harm. It gains a +2 bonus to AC while it is in that space.
  • Hiding Grass Tall grass fills a 10-foot-cube area on the ground within 30 feet of you. That area is heavily obscured.
  • Stable Roots: A large root grows from the ground at a point within 30 feet of you. It is 5 feet wide and 15 feet long. You choose its shape when it emerges. If a creature is standing where the root would emerge, they can choose to be lifted by the root or move to the nearest unoccupied space. If there is no space for the root to grow, then the root stops growing. A 5-foot-cube section of a root has an AC equal to your Spell save DC, 15 hit points, vulnerability to fire and slashing damage, and resistance against bludgeoning and piercing damage. When you use Stable Root, you can choose to target an existing Stable Root to make it grow 5 feet wider or 15 feet longer.

On subsequent turns, you can use an action to use one of these options again. You have access to these options for 1 minute. Once you use this feature, you cannot do so again until the end of your next short or long rest.

The damage of Razor Leaf increases by 1d10 at 6th (2d10) and 13th level (3d10).

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