Circle of Seeds
Druids of the Circle of Seeds are devout caretakers and ambassadors to the greenery around them. Often composed of dryads or allies to these beings, their path across the world is one to spread the life and growth of plants. Capable of taking on the appearance of what they guard, with time they can train the very plants to defend themselves and aid these druids in their time of need.
Circle Spells
When you join this circle at 2nd level, you have formed a bond with the plant life around you, a source of growth and longevity. Your link with this lifeforce grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Seeds Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
| 2nd | Ensnaring Strike, Entangle |
| 3rd | Locate Animal or Plant, Spike Growth |
| 5th | Plant Growth, Speak With Plants |
| 7th | Grasping Vine, Guardian of Nature |
| 9th | Awaken, Tree Stride |
Form of the Green
Also at 2nd level, you gain a deeper connection to plant-life. You can use your Wild Shape on your turn as as part of casting a spell from your Circle Spells feature.
You can also use your Wild Shape to transform into a plant with a challenge rating as high as 1, although you must still abide with the limitations in the Max. CR column of the Beast Shapes table. When transforming into a beast, you can change your creature type to plant for the duration of the wildshape.
Starting at 6th level, you can transform into a beast or plant with a challenge rating as high as your druid level divided by 4, rounded down.
Magic Plant
Upon reaching 6th level, your attacks in beast or plant form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, each time you start your turn in bright light while in a plant form, you gain an amount of temporary hit points equal to your level in this class.
Seeds of Travel
At 10th level, you have procured the ability to produce a number of magical seeds, equal to your proficiency bonus, each time you finish a long rest. You can plant this seed in your current space as an action. So long as you are both in the same plane of existence, you can spend a bonus action to reform from that seed, causing your current body to collapse into a pile of leaves, flowers, or branches (your choice). A seed becomes a nonmagical seed of your choice once you finish a long rest.
Other creatures can also benefit from this feature, so long as you willingly give them one of your seeds.
Once you or another creature have spent a bonus action to use this feature, this feature can't be used again until you finish a long rest, unless you expend a spell slot to regain a use.
One with the Forest
At 14th level, you can expend two uses of Wild Shape at the same time to transform into an treant.
Once you use this feature, you can't use it again until you finish a long rest.

