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RACES

CLASSES

Druid Circle of the Petal SPELLS

Petal Dance Petal Beast Mimicry


At 2nd level, you become permeated with the spirit of Obojima and At 6th level, you gain the ability to imbue life into your petals. As
are now able to control the weave of petals. As a bonus action, you an action, you can summon a spirit that has the appearance of a
can expend a use of your Wild Shape to call on the weave and can creature of your choice. This spirit arrives as a great wind that
conjure a resilient cloud of petals that functions as an extension of overtakes the petals before transforming into the desired beast,
your own being. This cloud lasts for 1 hour. While enveloped by the which you control. The spirits uses the bestial spirit statistics (see
cloud, your AC increases by 1 and you gain the following benefits. page $$), with the following changes:
As a bonus action, you can cause your petals to lunge toward a Š Its hit points are equal to your druid level × 3.
creature you can see within 30 feet of you, slashing at its body. Š In addition to its walking speed, it has a flying speed of 20 feet
Make a ranged spell attack against the target using your spell and can hover.
attack bonus. On a hit, the target takes 1d6 slashing damage. This Š It can move through the space of other creatures as if they were
damage increases by 1d6 when you reach 5th level (2d6), 11th level difficult terrain.
(3d6), and 17th level (4d6). The spirit appears in an unoccupied space of your choice within 30
Additionally, when you or a creature feet of you and acts on your turn. The spirit can only take the Dash
you can see within 10 feet of you and Attack action. If the spirit is reduced to 0 hit points, it explodes
takes damage, you can use your in a stunning spectacle of cascading petals. Until the end of your
reaction to reduce that damage by next turn, all creatures within a 20-foot radius centered on the
an amount equal to your druid level spirit are affected by the faerie fire spell. Alternatively, the spirit
+ your Wisdom bonus. Once you’ve disappears after 1 minute or if you dismiss it early (no
used your petal cloud in this way, the action required).
cloud dissipates. Starting at 11th level, you can expend two uses of this ability
to summon two bestial spirits, instead of one, when you use
this action.
You have two uses of this feature, and you gain an additional use
of it when you reach certain levels in this class: 11th level (three
uses) and 16th level (four uses). You regain all expended uses of
this feature when you finish a long rest.

Petal Barrier
Starting at 10th level, the spirit of Obojima comes to your aid in
both subtle and grands ways. Whenever making a wisdom
(survival) check to find a path or creature, the wind carries a
collection brilliant white petals in the direction you seek. You have
advantage when making these skill checks.
Additionally, you can use an action to magically call forth a massive
swarm of petals, which create a great barrier. In a space that you
can see, a wall of shifting petals forms. This wall is 1 foot thick, 15
feet tall, and up to 60 feet long. It appears in any orientation you
choose, as a horizontal or vertical barrier or at an angle. It can be
free floating or resting on a solid surface. If the wall cuts through
a creature’s space when it appears, the creature is pushed to one
side of the wall (your choice which side).
Nothing can physically pass through the wall except for creatures
designated by you. It is immune to all damage, as the petals
magically heal any hole that would be created by an attack or
effect. This wall lasts a number of minutes equal to your druid level.
Once you use Petal Barrier, you can’t use it again until you finish a
long rest.

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RACES

CLASSES

Druid Circle of the Petal SPELLS

Spirit of Obojima
Starting at 14th level, the spirit of Obojima comes to your aid in your
Bestial Spirit
Medium Spirit, Unaligned
times of greatest need. When you are reduced to 0 hit points, you
instead regain one-third of your hit points and are lifted to your feet
Armor Class 15 (natural armor)
amidst a turbulent tempest of petals.
Hit Points 38 (8d6 +10)
You can then immediately use your reaction to send a wave of Speed 40 ft.
concussive wind sweeping out from you. Each creature in a 10-foot
radius centered on you must succeed on a Strength saving throw
STR DEX CON INT WIS CHA
against your spell save DC or be pushed 15 feet away from you.
15(+2) 15(+2) 15(+2) 9(-1) 12(+1) 9(-1)
Once you use this feature, you must finish a long rest before you
can use it again.
Skills Intimidation +1, Perception +3, Stealth +4
Senses Passive Perception 13
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2

Promising Threat. The bestial spirit has advantage on


Charisma (Intimidation) checks if the target has seen it hit
a creature with its chomp attack in the past minute.

Actions
Chomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.

Reactions
Devour. When the bestial spirit reduces a creature to 0
hit points, it consumes some of the creature’s essence,
regaining 1d10 hit points.

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