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Cercle des Jeunes Plants (HB)
Druids of the Circle of the Seedling delve more completely into the ancient rituals and hidden knowledge of plant magic. These druids meet together in their Plant Wild Shape, sharing their wisdom and arcane secrets with each other in Druidic, while appearing to just be a small bunch of shrubs and trees. As a member of this circle, your magic allows you to be one with your surroundings, gaining intricate control over the plants around you.
Plant Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape to assume the shape of a plant creature.
When you transform into a plant creature, the Max CR that you can transform into is doubled (at 2nd level the max CR is 1/2, at 4th level it increases to 1, and at 8th level it increases to 2).
Plantspeaker
Also at 2nd level, when you are transformed into a plant creature you gain the ability to command nearby mundane plants. As an action, you can turn difficult terrain caused by plant growth into ordinary terrain in a 5 foot radius centered on you, or you can turn ordinary terrain where plants are present into difficult terrain in a 5 foot radius centered on you. After a 10 minute duration, the plants return to their original condition.
Additionally, while you are transformed into a plant creature you ignore difficult terrain caused by plants.
Take Root
Starting at 6th level, you gain the ability to root yourself in the ground while in your normal form, forming a protective armor of bark around yourself. As an action on your turn, you can root yourself in the ground, reducing your speed to 0 and rendering you immune to any effect that would move you.
For the duration, you have resistance to slashing, bludgeoning and piercing damage from non-magical weapons. You can end this effect by using your bonus action on your turn.
Shambler Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Shambling Mound.
Spore Sovereign
At 14th level, you gain the ability to release spore while in your normal form. You gain 2 different types of spores, detailed below.
Rapport Spores. As an action, you create a 30-foot radius of spores which extends from your position. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 60 feet of each other. The effect lasts for 1 hour.
Pacifying Spores. As an action, you eject spores at a creature within 5 feet of you. The creature must succeed on a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on a success. Once the creature succeeds on its saving throw, it becomes immune to these spores for 1 hour.