1985 Games
Caption
In the tranquil groves where nature’s harmony sings loudest, there exists a circle of Druids attuned to the delicate dance of petals upon the breeze. These Druid guardians of the natural world, known as the Circle of the Petal, draw their power from the spirit of Obojima, the steady island breeze, and the ephemeral beauty and resilience of flowers. Embracing these subtle forces, they harness the whispers of the wind and the gentle caress of petals to weave their enchantments and shape the world around them.
Members of the Circle of the Petal are revered for their deep connection to the sacred dawn petal tree and their ability to evoke its serene splendor in both peaceful sanctuaries and dire situations. These Druids become conduits of life energy, channeling the essence of blossoms into healing balms, protective barriers, and devastating bursts of floral fury. Guided by the eternal cycle of growth, bloom, and decay, they embody the ever-renewing vitality of nature, ensuring that even in the darkest of times, hope blossoms anew like petals on the wind.
Level 3: Petal Dance
You become permeated with the spirit of Obojima and gain the ability to control a fraction of Obojima’s magic, which manifests as flower petals of your choosing. As a Bonus Action, you can expend a use of Wild Shape to call on this power, conjuring a resilient cloud of petals that functions as an extension of your own being. The cloud lasts for 1 hour. While enveloped by it, you have a +1 bonus to your AC, and you gain the following benefits:
As a Bonus Action, you can cause your petals to lunge toward a creature you can see within 30 feet of you, slashing at its body. Make a ranged spell attack against the target using your spell attack bonus. On a hit, the target takes 1d6 Slashing damage. This damage increases by 1d6 when you reach Druid levels 5 (2d6), 11 (3d6), and 17 (4d6).
When you or a creature you can see within 10 feet of you takes damage, you can take a Reaction to reduce the damage by an amount equal to your Druid level plus your Wisdom modifier. Once used in this way, the cloud dissipates.
Level 6: Petal Beast Mimicry
You gain the ability to imbue life into your petals. As a Magic action, you can summon a spirit that takes the appearance of an animal of your choice. This spirit arrives as a great wind that overtakes the petals before transforming into the desired beast, which you control. The spirit uses the Wild Spirit stat block.
The spirit appears in an unoccupied space of your choice within 30 feet of you and acts on your turn. It can only take the Dash and Attack actions. If the spirit is reduced to 0 Hit Points, it explodes in a stunning spectacle of cascading petals. When this happens, each creature within a 20-foot Emanation originating from the spirit is affected by the Faerie Fire spell until the end of your next turn. Otherwise, the spirit disappears after 1 minute or if you dismiss it early (no action required).
You have two uses of this feature, and you gain an additional use of it when you reach Druid levels 11 (three uses) and 16 (four uses). You regain all expended uses of this feature when you finish a Long Rest. Starting at Druid level 11, you can expend two uses of this feature to summon two Wild Spirits instead of one when you take this action.

Level 10: Spirit of Obojima
The spirit of Obojima comes to your aid in both subtle and grand ways. You have Advantage on Wisdom (Survival) checks to find a path or creature, as the wind carries a collection of brilliant white petals in the direction you seek.
Additionally, you can take a Magic action to create a wall of petals in a space you can see. You can make the wall up to 60 feet long, 15 feet high, and 1 foot thick. 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 (you choose which side).
Nothing can physically pass through the wall except for creatures you designate. It has Immunity to all damage, as the petals instantaneously heal any hole that would be created by an attack or effect. This wall lasts for a number of minutes equal to your Druid level or until you dismiss it early (no action required).
Once you create the petal barrier, you can’t do so again until you finish a Long Rest.
Level 14: Winds of Revival
The spirit of Obojima comes to your aid in times of greatest need. When you are reduced to 0 Hit Points, you instead regain a number of Hit Points equal to half your Hit Point maximum and are lifted to your feet amidst a turbulent tempest of petals.
You can then immediately take a Reaction to send a wave of concussive wind sweeping out from you. Each creature in a 10-foot Emanation originating from you must make a Strength saving throw against your Druid spell save DC. On a failed save, a creature takes 2d8 Slashing damage and is pushed 15 feet away from you.
Once you use this feature, you can’t do so again until you finish a Long Rest.
