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Treespeaker

Class

Treespeakers draw power from flora in a panoply of ways but all act as conduits for the flourishing of life energy from the world itself. Some circles embody the beauty of nature, the dangers of the wilds, kinship with the plants around them, or simply seek to root out the arrogant meat creatures that befoul the sanctity of their woods.


Level 2Treespeak

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.


Level 2Vine 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. 


6th LevelPrimal Vitality

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 Wild Shape to summon a plant creature with a CR no greater than ⅓ 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 8 hours, or until killed or magically dismissed as a bonus action.

Verdant Beauty

Colorful patterns and petals grow across your body. You gain proficiency with Deception and Persuasion. If you already have proficiency with either of these skills, you instead gain an expertise die . 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 .


10th LevelIngrained Vitality

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.


14th LevelEmbodied Vitality

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.

Familiar Bond

Prerequisite: Overgrown Summons

You may summon a plant creature using your Plant Bond feature without expending any uses of Wild Shape. Once you summon a plant in this way, you cannot do so again without expending uses of Wild Shape 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 Wild Shape 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 Constitution 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.

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.