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Les druides qui pratiquent les arts du Cercle des Racines et des Branches ont un lien puissant avec la flore naturelle du monde. Tôt dans leur dévotion, ils apprennent à résister aux toxines, à émuler la flore autant qu'ils parviennent à émuler la faune, et même à créer un compagnon végétal. Ces druides sont rarement vu sans une mandragore à leur côté, une sorte de plante vivante dont la nature varie en fonction du lieu dont elle est issue. Bien qu'ils ne s'agissent pas de fanatiques de la protection du territoire naturel, les druides de ce cercle montrent toujours un profond respect envers le monde naturel et attends des autres qu'il en soit de même.

Main Verte

Dès le niveau 2, vous devenez résistant aux dégâts de poison.

Leaf and Branch

Starting at 2nd level, you can also use your Wild Shape feature to take on the shape of plants. These plant shapes have the same maximum CR and limitations as beast shapes. Inanimate plants are considered CR 0.

Root and Stem

Starting at 2nd level, you learn a ritual to grow a mandragora. The ritual takes an hour to complete and at its conclusion a mandragora seedling digs itself out of the ground before you. The seedling functions as your familiar as if by the find familiar spell.

As a bonus action you can assert control over your mandragora familiar so long as you maintain concentration. While you maintain concentration you can mentally control the mandragora’s actions on its turn and the mandragora adds your proficiency bonus to its AC, attack rolls, and saving throws. While you have control over your mandragoras actions you can compel it to attack and take other actions familiars normally cannot. If your mandragora can cast a spell it uses your spell attack and spell save DC.

As a bonus action on your turn you can expend a spell slot to heal your mandragora 1d10 for each slot level.

Bud and Bloom

Starting at 6th level, your mandragora seedling grows into a blooming mandragora. When you use the ritual you learned with the root and stem feature you cultivate a blooming mandragora instead of a mandragora seedling.

Green Heart

Starting at 10th level, you are immune to poison damage and the poison condition. When you take a short rest in direct sunlight you may add your Wisdom modifier to each hit die you expend to determine hit points regained and you regain a spell slot of a level equivalent to the number of hit dice you spent.

Royal Blossom

Starting at 14th level, your blooming mandragora grows into a royal mandragora. When you use the Root and Stem ritual feature you cultivate a royal mandragora instead of a blooming mandragora.


VARIANTES RÉGIONALES

Arctic

Seedling. This creature gains resistance to cold damage.

Blooming. This creature gains immunity to cold damage. This creature can create a layer of frost nearby mimicking the spell grease. It can use this feature again when it completes a long rest.

Royal. This creature can cast sleet storm. It must complete a long rest before it can cast this spell again.

Coast

Seedling. This creature has a swim speed of 30 ft., can breathe air and water and can cast the spell create or destroy water. It must complete a short rest before it can cast this spell again.

Blooming. This creature gains resistance to acid damage. This creature can cast the spell water breathing or water walk. This creature must complete a long rest before it can cast one of these spells again.

Royal. This creature gains immunity to acid damage. This creature can cast the spell watery sphere. It must complete a long rest before it can cast this spell again.

Desert

Seedling. This creature gains resistance to fire damage.

Blooming. This creature gains immunity to fire damage. This creature can cast the spell burning hands. It can use this spell again when it completes a long rest.

Royal. This creature can cast fireball. It must complete a long rest before it can cast this spell again.

Forest

Seedling. This creature can cast animal friendship or speak with animals. This creature must complete a long rest before it can cast one of these spells again.

Blooming. This creature is medium and has an additional 5 hit points. This creature can cast entangle. It must complete a long rest before it can use this spell again.

Royal. This creature is large and has an additional 10 hit points.

Grassland

Seedling. This creature gains +10 feet to its walking speed.

Blooming. This creature can use its action when in direct sunlight to regain 1d4+2 hit points.

Royal. This creature can use its action when in direct sunlight to gain 2d4 temporary hit points.

Mountain

Seedling. This creature gains a burrow speed of 10 feet and tremorsense of 15 feet.

Blooming. This creature’s AC improves by 2.

Royal. This creature has resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

Settlement

Seedling. This creature can understand and speak one language spoken in the settlement it was created in.

Blooming. This creature has advantage against charmed and frightened effects. This creature’s Intelligence score increases by 2.

Royal. This creature can cast the spell charm person as a 3rd-level spell or fear. This creature must complete a long rest before it can cast one of these spells again.

Swamp

Seedling. This creature’s vine lash attack has a reach of 30 ft.

Blooming. This creature’s vine lash grapple save DC is increased by 2.

Royal. This creature ignores difficult terrain caused by foliage. This creature has an aura of 5 feet, all creatures passing through the aura consider it difficult terrain due to overgrown foliage.

Undedark

Seedling. When this creature uses vine lash he can replace the normal damage type with poison.

Blooming. This creature can cast the spell darkness or invisibility (targeting itself only). It can cast one of these spells again after it completes a long rest.

Royal. When this creature makes a vine lash attack it can choose to not grapple. If it does, the target of the attack must make a Constitution saving throw against the poisoned condition with the same DC as the grapple check. If the target creature fails this saving throw it is poisoned for one minute. It can make a Constitution saving throw at the end of each of its turns to end this effect.