Circle of the Greenheart

While all druids feel a strong connection to the world around them, Greenheart druids are uncannily connected with nature, particularly the trees and plants of the places they roam. Their affinity for the wild is so strong that their conenction to humanity blurs and wavers.

Interconnected and Independent

As a rule of thumb, Greenhearts tend to be unnattached to specific druidic orders and enclaves. They treat fellow Greenhearts and Druids as they might any creature or plant, as a friend. Rarely do Greenhearts meet, and then only under dire circumstances that threaten the forests and wild lands they love so dearly.

Greenhearts tend to have a specific view of life which is derived from the work they do and the knowledge they gain from those around them. They percieve time in much the way a long lived race or tree might as ephemeral and something to be enjoyed.

Improved Druidcraft

Greenhearts work to shape and cultivate the beauty of the wilds. As such they possess secrets to shape the world around them that are greatly coveted even amongst druids.

You know the Druidcraft Cantrip. When you cast Druidcraft you may also choose one of the following as an effect:

You cause a plant to rapdily produce one fruit/seed matching the plant.

You can cause a tree limb to grow into a desired wooden object. This object can be no larger than 1 metre on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen.

You can extract potable water from a plant.

You can part thick & thorny vegatation and move through them as normal until the end of your turn.

Tree Shape

When you reach 2nd level, you have become in tune with nature enough to truly become one with it by changing into different arborreal shapes. You may expend one use of your Wild Shape to transform into these forms. You can determine the appearance of your tree shape, while keeping their same statistics. Statistic blocks have been provided at the end of this subclass.

While in any of your Tree Shape forms you gain the ability to communicate with the natural world as though you are under the effects of Speak with Plant spell and can speak normally.

Additionally while in a tree shape you may cast the following limited list of Druid spells if you have an appropriate spell slot to do so, ignoring requirements for material components. You must abide by the other limitations of Wild Shape.

Tree Shape Limited Spells

Spell Level Spell Cantrip Shilleagh, Druidcraft, Thornwhip 1st Entangle, Goodberry 2nd Barkskin, Spike Growth 3rd Plant Growth 4th Grasping Vine 5th Commune with Nature 6th Wall of Thorns

Living Sapling

Starting at 2nd level you may use Tree Shape to shape change into a Dryad with the following changes: Your type is Plant, and your HP is 20 + your Druid level. You do not have the Fey Charm feature, and the Innate Spellcasting feature. While in your Dryad form, you may use equipment as normal -- ignoring the restriction of Wild Shape.

Directed Growth

When you reach 6th level you may spend an action to grow one of the following alterations which last for one minute. You may only have one of these effects active at a time and must wait 1 hour between each use. You may end this effect with a bonus action.

Thick Spines. When you are hit with melee attack you may deal 2d4 piercing damage back to the attacker.

Spore Pods. As an action you may spray venomous spores in front of you. All creatures witin a 15 cone in front of you must make a Constitution save equal to 8 + profciency bonus + your Constitution modifier or take 2d10 posion damage.

Ironwood. Increase your AC by 2 so long as you aren't wearing medium or heavy armor.

Beautiful Flowers. Gain advantage on persuasion, and performance checks.

Climbing Vines. You have a climbing speed equal to your movement speed.

Ancient of the Forest

At 10th level, you may use Tree Shape to transform into a Treant with the following changes: Changing into this form expends two uses of Wild Shape. You do not have the Animate Trees feature and your max HP is 140 +1/2 of your druid level.

Wild Growth

At 14th level you can draw from the power of the earth to replenish and increase your strength through roots.

Twice per day you can spend an action to root yourself into the earth to draw from it's power for up to 1 minute. While you are rooted your movement speed becomes 0, you become immune to being knocked prone, you become under the affects of the enlarge spell and at the start of each of your turns while rooted you heal 1d6+ WIS hit points. These effects end if you are forcibly moved from your spot or if you spend a bonus action to uproot yourself.