Circle of Awakening

New Druid Circle Option

Druids of the Circle of Awakening believe that nature must be able to fend for itself, and grant sentience and mobility to plant life so that it may do so.

Awakened Warrior

When you choose this circle at 2nd level, during your next long rest, you learn to awaken a plant of up to medium size, allowing it to defend itself and the land. You may, at the start of a long rest, you may touch a a Medium or smaller plant. The target must have either no Intelligence score or an Intelligence of 3 or less. At the end of long rest, the target gains an Intelligence of 10, the ability to speak one language you know, the ability to move its limbs, roots, vines, creepers, and so forth, senses similar to a human’s and if it is not already medium-size it grows over the course of the ritual to a medium size. It has the statistics of any medium plant creature with a CR of 1/4 or less, such as a Vegepygmy or Needleblight, with the following exceptions:

It adds your proficiency bonus to its armor class, saving throws, attack and damage rolls

Its alignment is True Neutral

Its hit point maximum equals its normal maximum or four times your Druid level (whichever is highest)

It has a movement speed of 30 feet

The plant obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the plant where to move (no action required by you) and can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

You may only have one awakened plant at any given time bound to you. lf the plant dies, you can obtain another one by spending an hour magicaIly bonding with another plant, or reviving your dead companion. If the plant dies to necrotic, or fire damage, its body is destroyed as if the disintegration spell was cast on it, and a new plant must be awakened.

Nature Rises

Beginning at 6th level, you and your awakened companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. Alternatively, if commanded to attack independently, your awakened companion makes two attacks.

Also at 6th level, you may upgrade your plant to have the statistics of a CR 1 plant creature, such as a Mantrap or Quaggoth.

Empowered Awakening

When you reach 10th level, your awakened companion grows long vines and its roots lengthen, increasing its movement speed by 15 feet and granting it a 20-foot climbing speed. Its attacks also now deal an extra dice of damage, and gain a reach of 10 feet. Finally, you always have the awaken spell prepared and it does not count against your number of prepared spells. You may cast awaken without expending a spell slot or material components, but only if it is being cast on a plant. You may cast awaken in this way this once, and cannot do so again until 3 days have passed.

Awakened Guardian

At 14th level, you learn to greatly empower your Awakened Companion. As an action, you may transform it into a plant of up to CR 4, such as an Assassin Vine or Kelpie, except that it adds your proficiency bonus to its armor class, saving throws, attack and damage rolls, its hit point maximum equals 6 times your Druid level, and it has a movement speed of 45 feet.