2: Elemental Spells, Vine of the Great Tree, Tongue of Ashvattha
6: Primal Vitality
10: Ingrained Vitality
14: Embodied Vitality
20: Transcendence
The following spells are always considered prepared for you, provided you have spell slots of a high enough level to cast them.
1st level:
2nd level:
3rd level:
4th level:
5th level:
At 2nd level, you can use your primordial surge to magically summon a spiritual vine that can strike and grab your foes. As a bonus action, you create a 10-foot long vine at a point you can see within 60 feet. The vine lasts for 1 minute, until you dismiss it as a bonus action, or until you use this feature to create another vine. When you create the vine, you can make a melee spell attack against one target within 10 feet of it. On a hit the target takes 1d4 force damage, and it must make a Anchor saving throw against your spell save DC. On a failure the target is restrained by the vine (escape DC equal to your spell save DC). When you reach 10th level in this class, the damage increases to 2d4. As a bonus action on your turn, you can move the vine up to 30 feet and repeat the attack, or if a creature is currently restrained by the vine you may move the vine and the restrained creature 10 feet in any direction and repeat the attack on the restrained creature.
At 2nd level, plants understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many plants is limited and most mundane plants have at best a vague understanding of the world around them, though creatures with the plant type can often give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a plant creature to perform a small favor for you.
In addition, your verdant magic causes those around you to flourish. Whenever you cast a spell of the plants school, roll a number of d4s equal to the spell’s level. You and allied creatures within 10 feet of you regain a number of hit points equal to the result.
At 6th level your outpouring of natural power begins manifesting in new ways. Choose one of the following:
Insidious Nectar
Your body becomes laced with poison that drips from thorns at your wrists which you can use to make unarmed strikes that deal poison damage equal to 1d8 + your Wisdom modifier. In addition, your spell save DC is increased by 2 when casting a spell of the poison school, and whenever a spell you cast or a creature you’ve summoned deals poison damage it deals an extra 1d6 damage.
Plant Bond
You have a mystic connection with flora. As an action you can expend 2 uses of primordial surge to summon a plant creature with a CR no greater than 1/3 your druid level in an unoccupied space you can see within 30 feet. Plants summoned in this way are allied to you and your companions. While plants summoned in this way are within 60 feet you can use a bonus action to mentally command them. When you command multiple plants in this way, you must give them all the same command. You may decide the action the plant takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a summoned plant only defends itself. Plants you summon in this way remain for up to 48 hours, or until killed or magically dismissed as a bonus action.
Verdant Beauty
Colorful patterns and petals grow across your body. You gain an expertise die with Deception and Persuasion. In addition, you can use an action to emit charming spores at a target within 30 feet as per the spell charm person. Creatures that are immune to the poisoned condition are unaffected by these spores. You may emit spores in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
At 10th level your own life force strengthens. Choose one of the following or gain an additional Primal Vitality feature you haven’t previously selected.
Deathly Nectar
Prerequisite: Insidious Nectar
The additional poison damage dealt by your Insidious Nectar feature improves to 1d8 from 1d6. In addition, spells you cast and attacks by you or creatures you’ve summoned ignore resistance to poison damage and treat immunity to poison damage as resistance instead.
Overgrown Summons
Prerequisite: Plant Bond
Plant creatures you summon gain a +2 bonus to their AC and attack rolls.
Verdant Beguiler
Prerequisite: Verdant Beauty
Your charming spores become more subtle and potent. When you emit charming spores at a target you may choose to affect them as per the spell suggestion.
At 14th level your lifeforce becomes a locus of natural power. You gain an additional Primal Vitality or Ingrained Vitality feature you haven’t previously selected, and your choice of one of the following (if you do not meet any of the prerequisites, instead you gain an additional Primal Vitality and an additional Ingrained Vitality feature you haven’t previously selected):
Familiar Bond
Prerequisite: Overgrown Summons
You may summon a plant creature using your Plant Bond feature without expending any uses of primordial surge. Once you summon a plant in this way, you cannot do so again without expending uses of primordial surge until you finish a long rest.
Noxious Miasma
Prerequisite: Deathly Nectar
Miasmic ichor runs through you and that which you grow. As an action you can expend a use of primordial surge to cause yourself or a creature you’ve summoned to give off a noxious miasma in a 10-foot radius for the next minute. Whenever a non-plant creature other than you starts its turn within the miasma’s radius or moves there for the first time on its turn, it must make a Fortitude saving throw against your spell save DC or be poisoned until the start of its next turn.
Verdant Sovereign
Prerequisite: Verdant Beguiler
Your charming spores find fertile ground in even the strongest minds. When you emit charming spores at a target you may choose to affect them as per the spell charm monster.
At 20th level, your control of Ashva's powers are unmatched. Your Vine of the Great Tree never expires and whenever you successfully hit someone with it, splinters and thorns appear and fling themselves into flesh and armor alike. Creatures within 20 feet of the target take 4d6 piercing damage. A creature that makes a Reflex saving throw against your spell save DC takes half damage.