Constrict. The creature must succeed on a Dexterity saving throw against your spell save DC or become grappled by the tendrils until the end of your next turn as the tendrils snag and catch them. A creature can use an action to make a Strength check against your spell save DC, freeing itself or another creature within its reach on a success. The tendrils immediately release the target if exposed to fire.
Digest. The creature takes an extra 1d6 necrotic damage as the tendrils siphon away its life force. This damage increases to 2d6 when you reach 14th level in this class.
Inject. The creature must succeed on a Constitution saving throw against your spell save DC or be poisoned until the end of your next turn as tiny toxic needles extend from the tendrils. A creature can use an action to brush the needles off itself or a creature within its reach, ending the effect.
Bush. A 5 foot cube of shrubbery appears in the space you chose. The bush's area is considered difficult terrain, and it is heavily obscured for all creatures outside the bush. For a creature inside the area, the bush is only lightly obscuring.
Grass. Soft, lush grass or moss appears in a 10 foot radius around the point you chose. Creatures that take falling damage by landing in the area take only half the damage of the fall. If a creature finishes a short or long rest in the area, they gain temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1).
Tree. A solid tree with a trunk 5 feet wide and 15 feet tall appears in the space you chose, with thin branches spreading out in a 10 foot radius from the top of the trunk. Climbing the tree trunk requires no extra movement, and the tree can provide cover to targets behind it.