Camouflage. You can attempt to hide without any
obscuration as long as the creature from which you are
hiding can’t see you and you are in a natural environment
such as a forest, a meadow, or a bog.
Wildshape Forms: Cat, Bear, and Weasel
Treespeaker Druid:Treespeak
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
Vine Whip
At 2nd level you can 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 1d6 force damage, and it must make a Strength
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 2d6.
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.
Secrets of Nature
Eldritch Survivor: You’ve grown to know the lands twisted by the fey,
distorted by magical pollution, or places otherwise
warped in unnatural ways. You may make Survival
checks in place of Arcana checks regarding magical
environments, foodstuffs, and creatures, and gain
an expertise die on any checks made this way.
Herbal Apothecary: Forests and jungles are filled with natural medicines ripe for the picking. You gain an expertise die
on checks made using an herbalism kit and checks
made to locate herbal ingredients. In addition,
whenever you obtain a medicinal or rare herb
using an herbalism kit, you gain twice as many
medicinals or rare herbs.