DnD Druid Homebrew: Circle of Seedlings
(Source)
A seedling is a catalyst for unlimited potential. From a small seed can come the beginning of a mighty seed or a plentiful orchard, perhaps instead it is the start of a beautiful garden. They might not be a ferocious creature or a primordial force of nature but a seed is just as much a part of nature. Druids of these circles tend to the seeds of the world ensuring they reach the peak of their true potential.
Green Tongue Starting at 2nd level when you gain access to this subclass, you can communicate to plants. Most plants lack the intelligence to convey or understand sophisticated concepts, but a friendly plant could relay what it has seen or heard in the recent past. You can also communicate to creatures with the Plant creature type regardless of language.Â
Verdant Spellcasting Starting at 2nd level your spells leave behind nurturing magic causing a seed pod to form. A seed pod can only be formed after casting a spell of 1st level or higher. The seed pod forms within 5ft of the spell’s target. You can use a bonus action to detonate a seed pod’s innate magic dealing a number of d6 Radiant damage equal to the spell level. This detonation has a radius of 15ft.Â
You can have a number of seed pods equal to your proficiency modifier. If a seed pod is formed by a spell that restores hitpoints or deals Radiant damage the seedpod’s damage is altered to d8s instead of d6s. You are immune to the damage of your seed pods.
Flourishing Step At 6th level you gain access to the Misty Step spell. This doesn’t not count against your number of spells known and is considered a Druid spell. Casting Misty Step does not cause a seed pod to form.
When you cast Misty Step you can imbue the mist with nourishing energy causing all of your seed pods within a 30ft radius of your initial location to detonate. You can imbue a Misty Step this way equal to your Wisdom Modifier (minimum of 1). You regain all uses after a long rest.
Cracked Pod Starting at 10th level when you detonate a seed pod you can choose for the seed pod to instead restore hitpoints. When used in this way the d6s are reduced to d4s.
Entangled Garden Starting at 14th level you can use an action to cause one of your seed pods to grow into a writhing mass of vines. Each creature within a 30ft radius must make a Dexterity saving throw or take 8d6 magical piercing damage and becoming restrained for one minute. Creatures that succeed on this saving throw take half damage and are not restrained.
You regain use of this feature after a long rest. You can also use this feature again by expending a 5th level or higher spell slot.












