Flora Expert
The secrets of the forest are laid bare before them. They use carefully collected and cultivated plants to heal and fight during combat. A Flora Expert guards nature zealously. They are both guardians of plants as well as being under their protection.
| Plant | Effect |
|---|---|
| Lattice Vine | The seed grows in an hourglass shape. When it is placed down and watered it grows from one base of the hourglass forming a ladder. If it grows on flat ground it can grow 80 ft if placed against a vertical surface it grows up to 40 ft, making a climbable surface. It can hold up to 500 lbs and lasts for 1 hour then loses half its durability every hour until it crumbles to splinters. It takes 18 seconds for it to sprout fully. |
| Strand Vine | The seed sprouts a vine that winds into a neat coil of rope that grows at a rate of 10 ft every 6 seconds up to a length of 300 ft. It can hold 100 lbs or an additional 150 lbs for every additional strand woven in. |
| Vengeful Creepers | The seed sprouts explosively when thrown with a range of 10/30 ft. They have the same effect of the spell Entangle with a DC of 16. |
| Raskovnik | The seed grows when placed on metal and forms neatly into crevices. As it explores it trips all non magical tumblers, unlocking any lock in 6 seconds. |
| Wolfsbane | A silvery and leafy plant grows under the brightest 5 moons of the month. It lasts for one week or two weeks if kept in a dark environment. If presented to Lycanthropes, Vampires, or Vampire kin must make a DC 18 WIS saving throw or be Turned for one minute, repeating the saving throw at the end of each of their turns becoming Immune to the effect for 24 hours on a successful save. If Wolfsbane is ingested by one they take 2D10 Acid damage per turn until they succeed a DC 21 CON save to throw it up. |
| Gillyweed | A bulb that grows into a seaweed like plant when submersed in 10 minutes. It has 2D6 uses that give one the ability to breathe underwater and a Swimming speed equal to their movement speed for one hour. |
| Repor Bulb | A bulb that explodes when thrown with a range of 10/30 ft. It creates a cloud of spores in a 20 ft radius, each creature exposed has a telepathic connection for 2D4 hours. |
| Membranous Jackfruit | A seed that sprouts when exposed to high wind speeds (Falling speeds) and grows into a wide membrane that slows a fall to 60 ft per round where they can move 30 ft per 10 ft fallen. |
| Level | Spells |
|---|---|
| 3 | Goodberry |
| 5 | Spike Growth |
| 9 | Plant Growth |
| 13 | Grasping Vine |
| 17 | Tree Stride |
| Plant | Effect |
|---|---|
| Lotus Tree | A sapling sprouts in 1D4 minutes when planted, growing 1D6 fruits. A fruit can be juiced, dried (Taking 2 days), or eaten raw (Raw fruit lasts 24 hours from being picked). Ingesting a fruit is a bonus action, it gives you Immunity to the Charmed or Frightened condition for one hour and after the hour you fall into a deep sleep giving you the benefits of a long rest in the time it would take to short rest. A creature would need to take more than 10 damage in a turn in order to wake up from this sleep. |
| Moly Bulb | The bulb sprouts in soil after 10 minutes producing 1D8 leaves. These leaves can be chewed (As a bonus action) to give your Resistance to Poison damage and Immunity to being Poisoned and advantage on WIS saving throws for 10 minutes. The leaves keep for 1 hour. |
| Kingsfoil | The seed sprouts in 6 seconds into a stringy weed. It can be applied to a wound as a bonus action dealt by Acid, Fire, Necrotic, or Poison damage within 2 rounds of it taking place as a bonus action to regain hit points equal to half the damage dealt. The weed is potent for 24 hours. |
| Mystra’s Tear | The seed grows after expending a second level or higher spell slot, it takes four hours to grow into a radiant fruit that can be eaten by a bonus action. It replenishes the lowest level expended spell slot of the creature that ate it (Maximum of a third level spell slot). |
| Mandrake | It must be planted in a hole at least six inches deep and grows over the course of 24 hours. When harvested it deals 1D12 Psychic damage to all that can hear it within 60 ft. It lasts for 1 week and the juicy flesh can be applied to a Medium or smaller creature as a bonus action to reverse the effects of Paralysis or Petrification. |
| Knobweed | It grows in rocky soil in one minute or fine soil in two hours. It produces 2D12 straw like growths that can be squeezed to produce a white substance that can be collected to make a potion that can be applied to wounds as a bonus action to heal 1D4 damage for each Knobweed used. It keeps for 24 hours. |
| Gilded Adam’s Fruit | You can plant this seed with up to 60 gold coins. Once planted it spouts a tree after three days and produces Adam’s Fruit equal to the number of coins planted with it in multiples of 10 GPs (10 GPs produces one fruit) after four days. It withers after all the fruit is picked. Each fruit can be juiced to make a potion that can heal 4D4 + 4 hit points and keeps for seven days. |
| Balm of Gilead | This seed produces 1D4 thick leaves in six hours that can make one use of oily paste per leaf. You can apply this Balm as an action to restore 20 hit points. It keeps for 24 hours. |
| Plant | Effect |
|---|---|
| Inkvine | When planted it sprouts a black, thorny vine in 6 seconds when thrown with a range of 10/30 ft. It is 15 ft long and lashes out once each turn with +6 to hit, dealing 2D6 Slashing damage and 2D6 Piercing damage on a hit. It dies in 18 seconds or after taking any amount of Radiant damage. |
| Void Bulb | When planted it grows in one hour producing 1D4 bulbs that appear oily and dark. When thrown, each creature within 15 ft of it must make a DC 19 STR saving throw or be pulled to the epicenter of the black vortex. They remain potent for 24 hours. |
| Mendacity Tree | When planted it grows a Mendacity Tree in 24 hours if it is fed one liter of blood every 4 hours. It lasts for one hour. The Mendacity Tree is friendly to you and those you indicate as friendly within the first 6 seconds of its life. |
| Bramble Barb | When planted it grows into a nondescript tan ball that is indistinguishable to a leather ball in 6 seconds. When thrown or kicked it explodes forcing all creatures within 30 ft to make a DC 18 DEX saving throw and on a failure they take 2D10 Piercing damage or half as much on a successful save. It crumbled to dust after one hour. |
| Obliviax | When planted it grows a slug like fungus after one minute. It survives for 12 hours. It can be attached to an Incapacitated creature. It can be removed with a DC 22 Athletic check. It has an AC of 20 and 40 hit points. It deals 3D6 Psychic damage on a failed DC 18 WIS saving throw each hour or half as much on a successful save. If it takes more than 30 Psychic damage during the duration it casts the spell Modify Memory on the target. For every 30 damage after the spell is upcast by one level (Maximum 4). |
| Shrieker | When planted it grows a Shrieker over the course of 12 seconds. It dies after completing its shriek. |
| Violet Fungus | When planted it grows into a Violet Fungus over the course of 18 seconds. It dies after 24 hours. |
| Gas Spore | When planted it grows into a Gas Spore over the course of one minute. It lasts for one hour, after an hour it withers harmlessly. |
Subclass Features
Thorny Strikes
When you hit with a melee or ranged attack you can cause thorns to grow from the injury as a bonus action dealing 1D4 Piercing damage. You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Helpful Plants
You can cultivate a fast growing seed during a long rest. You can have seeds on hand equal to your WIS modifier (Minimum 1) if you make a new seed the oldest one withers. You can cultivate the following options, planting them using an action
Conclave Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Medicinal Plants
You can cultivate a fast growing seed during a long rest. You can have seeds on hand equal to your WIS modifier (Minimum 1) if you make a new seed the oldest one withers. You can cultivate the following options, planting them using an action
Improved Thorny Strikes
Even more vicious thorns grow where you strike. Your Thorny Strike damage die increases to 1D6.
Harmful Plants
You can cultivate a fast growing seed during a long rest. You can have seeds on hand equal to your WIS modifier (Minimum 1) if you make a new seed the oldest one withers. You can cultivate the following options, planting them using an action
Mendacity Tree
Large Plant, Neutral Evil
Armor Class 17 (Natural armor)
Hit Points 45
Speed 10 ft, Climb 10 ft
Senses: Darkvision 60 ft, Passive Perception 16
False Appearance: While the Mendacity Tree is still it is indistinguishable to a pine tree.
Grasping Tendrils: The Mendacity Tree can have up to three tendrils at a time. Each tendril can be attacked (AC 15; 10 hit points; Immunity to Poison and Psychic damage). Destroying a tendril deals no damage to the Mendacity Tree, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 STR check against it.
Spider Climb. The Mendacity Tree can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack: The Mendacity Tree makes two attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2D8 + 4 Piercing damage.
Tendril: Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is Grappled (Escape DC 15). Until the Grapple ends, the target is Restrained and has disadvantage on STR checks and STR saving throws, and the Mendacity Tree can't use the same tendril on another target.
Reel. The Mendacity Tree pulls each creature Grappled by it up to 25 ft straight toward it.
Bramble Armor
Once per long or short rest you can use a bonus action to cover yourself in a thick and thorny armor. You gain temporary hit points equal to your Ranger level + your WIS modifier (Minimum 1). While you have those temporary hit points you have an AC of 19 and when you are hit you can use your reaction to deal damage to a creature within 10 ft of you 1D10 Piercing damage as thorns fly.
Improved Thorny Strikes
Incredibly sharp and vicious thorns grown deep within those unfortunate enough to be hit by you. Your Thorny Strike damage die increases to 1D8.