Circle of the Green: Druid Subclass

"Hear this... Men of the City: I have tolerated... your species... for long enough. Your cruelty... and your greed... and your insufferable arrogance... You blight the soil... and poison the rivers. You raze the vegetation... till you cannot... even feed... your own kind... And then you boast... of man's triumph... over Nature. Fools. If Nature were to shrug... or raise an eyebrow... Then you should all be gone... " ~The rebuke of the Avatar of the Green (from Swamp Thing #52)

Druids of this circle serve as protectors of the Green, their name for the universal magical energy that governs all plant life. Where some might see flowers, shrubs, and trees merely as decorations or agricultural necessities, Green druids see them extensions of the raw power of the Green to be preserved in an eternal struggle against encroaching civilization. In this way, they often wear raiment made of living plants so that they are never far from their element.

Green druids are more focused on the protection of plants than other lifeforms, sometimes to the point of acting coldly towards beasts, humanoids, and creatures that do not directly propogate new growth. Pollinators like bats, butterflies, bees, and moths are spared this indifference, as well as humanoids who demonstrate a proper respect for growing things.

Wonton destruction of the environment will trigger the wrath of the Avatar of the Green, the most powerful druid of this circle, and it would be a grave mistake to underestimate their lethality once you've crossed them.

Green Thumb:

At 2nd level, your connection to plant life, grants you access to certain magics that allow you to influence their growth. You learn the Thorn Whip cantrip. This cantrip does not count against the number of spells you know.

As an action, you can affect nonmagical plants in a 5-foot cube you can see within 30 feet of you in one of the following ways:

You change the color of the plants for 1 hour.

You cause the plants to harmlessly twist themselves into simple shapes and/or animate. This animation doesn't enable the plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. These changes last for 1 hour.

If the plants you target are on the ground, you cause their space to become difficult terrain, or you can cause the plant to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

Mantle of the Green:

At 2nd level, you gain the ability to mantle your body in a living armor. You can expend a use of your Wild Shape feature to cause living plants to fuse with your body, turning you into a mass of living vegatation instead of transforming you into a beast form.

When you adopt this plant form, you retain your ability scores, alignment, personality, proficiencies, skills, size, and languages. Otherwise, this plant form operates within the same rules as traditional Wild Shape forms (see the Druid class description for the rules regarding Wild Shapes).

The plant form has the following traits:

Botannical Constitution. Your HP are equal to 5 x the level you have in this class. Your creature type is Plant. You are resistant to piercing damage and vulnerable to fire damage.

Your HP are equal to 5 x the level you have in this class. Your creature type is Plant. You are resistant to piercing damage and vulnerable to fire damage. Camouflage . You advantage on Dexterity (Stealth) checks made in terrain with ample obscuring plants.

. You advantage on Dexterity (Stealth) checks made in terrain with ample obscuring plants. Green Hammer . You can shape your solid yet malleable arm into a natural weapon infused with the might of the Green to make an unarmed strike. If you hit with this attack, you deal bludgeoning damage equal to 1d6 + your Wisdom modifier. This damage is considered magical for the purposes of calculating resistances.

. You can shape your solid yet malleable arm into a natural weapon infused with the might of the Green to make an unarmed strike. If you hit with this attack, you deal bludgeoning damage equal to 1d6 + your Wisdom modifier. This damage is considered magical for the purposes of calculating resistances. Vine Grip. You have advantage on Strength (Athletics) checks made to grapple an enemy, and while you are standing on a solid surface, you have advantage on saving throws against effects that would move you or knock you prone on a failed save.

Nature's Arm:

At 6th level, you gain the ability to extend your limbs while in your plant form to increase your area of influence. You can use a bonus action to increase your physical reach up to 30 feet until the beginning of your next turn.

If you hit a Large or smaller target with your Green Hammer attack, you can choose to grapple the target. The escape DC for this grapple is equal your spell save DC. Until this grapple ends, the target is restrained. You can grapple one enemy per arm in this way.

An extended arm of yours engaged in a grapple remains extended until the grapple ends.