Wood Watcher

Wood Watcher

You become a servant of nature. The seed of your devotion takes root and transforms you. Now, bark covers your body, while branches and vines grow in place of your hair.

Level 7 Wood Watcher

Attributes: Increase three attributes by 1 each.

Natural Defense: +1

Health: +12

Languages: Any one

Traditions: Animism

Spells: One expert

Ambulatory Plant: You lose all the traits from your original ancestry and become an ambulatory plant. You ignore any effect that would transform you. You have the following traits:

  • Plant: You nourish yourself by absorbing sunlight and nutrients from the ground. Rather than consume provisions to avoid the effects of deprivation, you can plant your feet in damp earth in a sunlit area. If you spend at least 1 hour in this area under these conditions, you are immune to deprivation from hunger and thirst for 24 hours.
  • Flammable: Once per round, when you take damage from fire, you take double the damage, lose 1d6 Health, and make a luck roll. On a failure, you catch fire (luck ends).

Ensnaring Strike (Magical): You can use this talent when you attack an enemy on the ground within 5 yards of you. Make a luck roll in addition to your roll to attack. If both rolls result in a success, grasses and vines entangle the target, causing it to become held until the end of your next turn.

Level 8 Wood Watcher

Health: +12

Bonus Damage: +1d6

Spells: One expert

Grasping Growth (Magical): You can use this talent when you cast a spell. Target the ground in one Size 5 space within 10 yards. Sudden plant growth in the space turns the target ground into challenging terrain for 1 minute. Any enemy that becomes held or falls prone in the space takes 1d6 damage at the end of each round until it leaves the target space.

Level 10 Wood Watcher

Health: +12

Bonus Damage: +1d6

Spells: One master

Arboreal Fury (Magical): You can use an action to awaken the ire of Grandfather Tree. You produce all the following effects.

  • Thorn Walls: Thorny growth rises from the ground at one edge of a Size 5 space centered on you. The growth is 1 yard thick and up to 10 yards tall. A creature that attempts to move through the growth makes an Agility roll. On a failure, the creature takes 1d6 damage, stops moving, and becomes held until this effect ends or the creature overcomes the affliction with a successful Strength roll.
  • Nature’s Summons: Vines erupt from the ground and snake toward any number of enemies within 10 yards. Each target makes a Strength roll. On a failure, the vine drags the target 2d6 yards closer to you.
  • Ire of the Great Tree: Your Health increases by 50, your reach increases to 5 yards, and your attacks deal an extra 2d6 damage. These benefits last 1 hour. When this effect ends, heal 8d6 damage. Once you use this talent, you lose access to it until after you rest.