Feat/List/Theme/Primal/Flora

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Barkskinned

→ Barkskinned
Domain: Flora 


Your skin takes on a rough, bark-like appearance, studded with sharp thorns.

  • Your AL can't be less than 16, regardless of what kind of armor you are wearing.
  • Whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 + your Constitution modifier as piercing damage to the attacker.

Grasping Roots

→ Grasping Roots
Domain: Flora
Prerequisite: Take Root


  • As a bonus action, while Take Root is active, you send out four roots to target creatures within 30 feet of you, whom must make a successful Dexterity saving throw equal to 8 + your Proficiency bonus + your Constitution modifier, or be grappled and dragged 5 meter closer to you.
  • A creature grappled by you can break free with a successful Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier, or by inflicting 10 damage against the grappling root, thereby severing it from you. Roots have AL 14.
  • You can send the roots to the same target. If a creature is grappled by more than one root, each root must be severed or overpowered individually.

Green Strider

→ Green Strider
Domain: Flora 


  • You ignore movement restrictions and damage caused by natural undergrowth.
  • Within forests or jungle, as long as you're in contact with vegetation, you have blindsight of 20 meter, advantage on all Perception checks, and you can't be surprised.

Guardian Roots

→ Guardian Roots
Domain: Flora
Prerequisite: Take Root


  • While Take Root is active, the ground within 10 meter of you is difficult terrain.
  • Vines and roots animate on the ground in a 5 meter square within 10 meter of you. A creature in that area when the effect begins must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DL 13 Strength (Athletics) check, freeing itself on a successful check.
    The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Land's Stride

→ Land's Stride
Domain: Flora
Prerequisite: 8th Level


  • Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Photosynthesis

→ Photosynthesis
Domain: Flora 


  • As long as you remain in direct sunlight has consumed sufficient water, you regain 1 hit dice every hour. If you take cold, fire, or necrotic damage, this trait doesn't function at the start of your next turn.

Tongue of the Wilds

→ Tongue of the Wilds
Domain: Flora 


You can tap into the ancient wisdom of the trees.

  • Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.
  • You can cast the spell speak with plants at will, without using a spell slot.

Verdant Gift

→ Verdant Gift
Domain: Flora 


Your spirit is linked to the vegetation that surrounds you.

  • Whenever you regain hit points in natural terrain, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
  • You gain extra Hit Dice equal to your proficiency bonus, regained as usual after a long rest.