====== 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.