Coven of the Everroot (Custom subclass for Walrock Homebrew's Witch)

by IveFlora

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For Walrock Homebrew's Witch class!

Coven's expanded cantrips and spells.
Cantrips (0 Level)
  • abscission *
  • blightcraft *
  • bloomcraft *
  • leaf blade *
  • tether *
  • thorn whip
1st Level
  • bramble binding *
  • floral guise *
  • grasping roots *
  • horticraft (ritual) *
  • thorn shield *
  • thorn spike *
2nd Level
  • barkskin
  • earthbind
  • flower caduceus *
  • fungal wand *
  • pollen puff *
  • vine blade *
3rd Level
  • anima Orb *
  • petal shield *
  • pin needle *
  • plant growth
  • shroud of spores *
  • storm of thorns *

The star (*) symbol represent homebrew cantrips and spells listed in this document. Other cantrips and spells can't be listed in this document due to being official content.

Coven of the Everroot

Consistent presence acorss the planes of the multiverse, the Witches of the Everroot are commited to laying down the foundation for future generations. These Witches are lovers of nature, connecting more closesly to the natural life cycle of plants than to the arcane patterns of the stars. This coven uses their connection to the roots lowered down to them by their predecessors to call forth plant familiars to aid them, empower their enchantments, and become forces of nature in their own right.

Witch level Feature
2nd plant magic, anchored enchantment, familiar's call
6th interwoven roots
10th retracting roots
14th plant proliferation

Plant Magic

2nd-Level Everroot Feature

The coven of the Everroot lets you choose from an expanded list of spells and cantrips when learning them respectively. The following are added to the witch spell list for you: spellbrew splash, alchemic bleed, kiss of alchemy.

Starting at 2nd level when you chose this coven, you learn additional spells when you reach certain levels in this class as shown on the everroot spells table. Each spell counts as a witch spell for you, but it doesn't count against the number of witch spells you know. These spells can't be replaced when you gain a level in this class.

Witch level Spells
2nd bramble binding, spike growth
3rd flower caduceus, fungal wand
5th leaf storm, plant growth
7th carnivorous garden, rune of nature
9th tree stride

Anchored Enchantments

2nd-Level Everroot Feature

Witches of the Everroot have learned to expand the bonuses of their Brewcraft to creation of creation of items both magical and benign as listed in the Treasure chapter of the Dungeon Master's Guide. You gain proficiency inn an additional type of artisan's tools of your choice. The gold and time you must spend to make such items from your proficiencies in this class and the Coven of the Everroot coven are halved when you use one or more of those those artisan's tools.

Familiar's Call

2nd-Level Everroot Feature

The Witches of the Everroot have unlocked the secrets to calling plants to accompany them as familiars. When you choose this subclass at 2nd level, you may have the familiars you summon with the spell find familiar undergo the following changes.

  • Your familiar takes the form of a sentient plant spirit called a Sprig, the stat block for which can be found below.
  • Whenever you summon a Sprig familiar, you choose one of three forms, which grant different abilities displayed in the stat block: Airy, Creeper or Algae.
Part 1 of 8 | Traits

Sprig

Tiny, Fey Plant


  • Armor Class 12 (natural armor)
  • Hit Points 4+ ((4 or (1d4 + 2)) per each of your witch levels)*
  • Speed 30 feet, fly 20 feet (Airy form only), climb 30 feet (Creeper form only), Swim 20 feet (Algae form only)

STR DEX CON INT WIS CHA
Str 10 (0) Dex 14 (+2) Con 11 (+1) Int 15 (_+2) Wis (Mod) Cha 12 (+1)

  • Senses tremorsense 20ft, passive Perception 12
  • Languages understand the languages you speak, can not speak vocally
  • Challenge --
  • Proficiency Bonus equals your bonus

Actions

Attack. The Sprig can make an attack. (Attacks can't be made by Sprig, unless familiar combat is approved by your DM.)

The Sprig shoots off magically propelled and razor sharp leaves. Propelled Leaves: +4 to hit, 30 feet, any number of creatures within 15 ft of each other within range. Hit: 4 (1d6 + 1) Poison damage. Each creature hit must make a constitution saving throw. On a unsuccessful saving throw, that creature becomes poisoned until the start of its next turn. On a successful saving throw, that creature doesn't become poisoned.

Natural Camoflage. Whenever your Sprig familiar finds a section of soil no smaller than 1 foot on each side, they may dig into it and assume the appearance of a non-sentient plant typical of the current region. Any creatures who see the sprig in this position have disadvantage on any checks to take notice of it. The sprig stays hidden in this way until it uses 5 feet of movement to remove itself from the soil.

Interwoven Roots

6th-Level Everroot Feature

At 6th level, you have connected yourself more powerfully to your familiar. Whenever you casta witch spell on your turn, you can cast it as if you were in one of your familiar's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If the spell requires an attack roll, you use your attack modifier for the roll.

Retracting Roots

10th-Level Everroot Feature

By 10th level, the roots that hold you and your Sprig together are powerful enough that you can connect to them even at a distance. When you are hit by an attack from an enemy creature while within 60 feet of your Sprig familiar you may use your reaction to teleport to your Sprigs's space the moment before you take damage, as your magic brings you home to your roots When you use this feature, your Sprig familiar vanishes. You may use this ability a number of times a day equal to your Wisdom modifier.

In addition, your ability to bind together the arcane and the natural has given your magic a sense of controlled chaos. Choose an additional type of artisan's tools. You become proficient in them.

Plant proliferation

14th-Level Everroot Feature

Your study into the magics of preparation have finally born fruit, doubling your returns. At 14th level, you can call a second familiar to aid you in your witchcraft when you summon a familiar with familiar's call.

Part 2 of 8 | Traits and Stat Block

Everroot Cantrips

The following cantrips are presented in alphabetical order. If you are a player, remember to always ask your game runner whether these spells are accepted and if they fit into the overall theme of the campaign before using them. At 2nd level when you choose this class, you have each of these cantrips learned. It doesn't count towards your cantrips you can know.

Alchemic bleed

Transmutation Cantrip


  • Casting Time: 1 reaction (Which you take when you are hit by a melee attack that deals piercing or slashing damage)
  • Range: Self
  • Components: V, S, M (A poison, potion, or other alchemical consumable of common or uncommon rarity worth at least 1 sp, which the spell consumes)
  • Duration: Instantaneous

You fuse the blood exiting your wound with the alchemical consumable used in the spell's casting, creating a harmful vapor that seeks out the source of the attack. The attacker who triggered the spell must make a Constitution saving throw. On a failed save, they come under the effects of the consumable used in the spell's casting as if they had consumed it.

At Higher Levels When you cast this spell using certain higher level spell slots, you can use consumables of higher rarity. Using a 2nd level slot, you can also use rare consumables. This includes very rare consumables with a 4th level slot, and legendary or higher consumables with a 6th level slot.

Kiss of Alchemy

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A poison, potion, or other alchemical consumable of common or uncommon rarity worth at least 1 sp, which the spell consumes)
  • Duration: Instantaneous

You concentrate the substance of the alchemical consumable used in the spell's casting and launch it at a point within range, where it bursts in a 10-foot radius. You can direct the vapors of the burst towards up to two creatures inside the radius. Unwilling targets can attempt a Constitution saving throw to resist the spell's effects. Otherwise, an affected creature comes under the effects of the consumable as though they had consumed it.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional target for every two slot levels above 1st. Additionally, using certain higher level spell slots, you can use consumables of higher rarity. Using a 3rd level slot, you can also use rare consumables. This includes very rare consumables with a 5th level spell slot, and legendary or higher consumables with a 7th level slot.

Pact of Familiarity

Enchantment Cantrip


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Target: A creature within range that is aware of your presence
  • Components: V
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Witch

You make a gesture of goodwill towards a beast, elemental fey, fiend, ooze or plant. Make an animal handling check at advantage, adding your spellcasting modifier to the roll. If you succeeded, you form a pact with the creature. Once you have created the number of pacts required for a creature's taming difficulty, may have the creature join you as a bonded familiar. This bonded familiar does not count against the number of familiars you can summon through your witch class, and gains the usual updates to its statblock from your Occult Familiar ability. The CR limit of creatures you can form a bond with is equal to half your proficinency, with a minimum of 1. More dangerous creatures have more difficult requirements to form familiar bonds with. The diffuculties referenceing Stiblles Codex of Companions. For creatures outside of that supplement, refer to your DM for guidance on the difficulty and CR range.

Taming Difficulty Pact Requirements
Very Easy 1 Success
Easy 2 Success
Average 3 Success
Hard 4 Success
Very Hard 5 Success
Part 3 of 8 | Your Introduction

Spellbrew Blast

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A tiny cauldron filled with water; a frog's leg, an owl's foot, a lizard's tail, or a raven's beak, which the spell consumes)
  • Duration: Instantaneous

Dipping the consumed material component into a tiny cauldron, then whipping it out with a flourish, you send a splash of alchemic magic hurling towards a creature you can see within range. The damage type of this magic depends on the component used: acid for a frog's leg, cold for an owl's foot, fire for a lizard's tail, or lightning for a raven's beak. If you use a spellcasting focus to replace the consumed component, the damage is force, but any damage dice rolled are reduced by one step (from a d8 to d6, for example).

The target must make a Dexterity saving throw. On a failed save, the target suffers 1d8 damage of the chosen type. If the target is also under the effects of one of your ongoing spells or a magical effect you caused, the damage becomes 1d10 instead.

This spell creates more than one splash when you reach higher levels, two splashes at 5th level, three splashes at 11th level, and four splashes at 17th level. You can direct the splashes at the same target or at different ones, but each target must be within 5 feet of at least one other target. If you target one creature with multiple splashes, they only roll the save once against the combined effects of each splash targeting them.

Details about Cantrips and Spells from your subclass

"Cantrip"

Abscission

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (The seed of a plant.)
  • Duration: 1 Minute

Grasping the seed used in the spell's casting, you cause two plant growths along your arm, shoulder, or a similar part of your body. These growths could resemble large thorns, jagged branches, hard-shelled seeds, or razor sharp leaves.

For the duration, as a bonus action, you can sever one of the growths from your body and launch it at a creature you can see within 30 feet. Make a ranged spell attack. On a hit, the target suffers 1d6 bludgeoning, piercing, or slashing damage (your choice).

Alternatively, as an action, you can launch all of the growths at once, directing them at one or multiple targets, making a separate attack roll for each.

When the spell ends, any remaining attached growths you do not use for an attack safely fall from your body at that time. These growths are magical plant matter based on the type of seed used in the spell's casting. The plant matter gradually decays unless preserved later.

At higher levels. This spell creates one additional growth when you reach 5th level (3 growths), 11th level (4 growths), and 17th level (5 growths).

Blightcraft

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Hour

You can use your connection to magic to warp the physiology of the nonmagical plants in a 5 feet cube centered around a point with range with one of the following effects

  • You cause plants in range to wither and die.
  • You can cause non-magical food to instantly spoil
  • You can cause water to become undrinkable wherein creatures instantly regurgitate it
  • You can cause a cloud of spores that lightly obscures the space that it occupies.

If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time and can dismiss an effect as an action

Part 4 of 8 | Your Introduction

Bloomcraft

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 Hour

You can use your connection to magic to warp the physiology of the nonmagical plants in a 5 feet cube centered around a point with range with one of the following effects:

  • You can cause difficult terrain to become normal
  • You can cause normal terrain to become difficult terrain
  • You can cause the plant to move or sway under its own will. This movement is not enough to harm the plant or to cause it to uproot itself
  • You can cause plant's to take the form of simple shapes such as letters, symbols, or simple shapes.
  • You can change the color of one the plants to one of your choice.

If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time and can dismiss an effect as an action

Leaf Blade

Transmutation Cantrip


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S, M (A leaf)
  • Duration: 1 Hour

You can imbue a leaf with magical energy forming a leaf blade. You can make a melee spell attack against a creature. On a hit, the target takes slashing damage equal to 1d6+ your spell casting modifier.

At Higher Levels The spell becomes deadlier as your become stronger when you reach higher levels. You can hit a creature twice at 5th level, three times at 11th level, and four times at 17th level. You can target the same target or different ones. You make a separate attack roll for each strike.

Tether

Conjuration Cantrip


  • Casting Time: 1 reaction (When a creature provokes an opportunity attack)
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 Hour

You are able to conjure a vine to restrain a creature from escaping. When a creature within range provokes an attack of opportunity from you, you are able to force the target to make a Strength saving throw against your spell save DC. On a failed saving throw, you are able to reduce that creature's movement speed to 0 for the rest of its turn.

"1st-Level"

Bramble Binding

1st level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Brambles burst forth from your hand, lashing out at a target within range. The target must make a Dexterity saving throw. On failure, they take 4d4 piercing damage and, if the target is Large or smaller, it becomes entangled by brambles. While entangled by brambles, it can't move, but it can free itself as as an action (taking no additional damage) or rip itself free using half of its movement and taking an additional 2d4 piecing damage. On a successful save, that creature takes half that much damage and isn't entangled by the brambles Sent forth with this spell.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, both the initial damage and the damage taken ripping free of the brambles increases by 1d4 for each spell slot level above 1st.

Floral Guise

1st Level Conjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A pierce of a plant such as leaf or bark)
  • Duration: 1 Hour (ritual)

With a single touch, you are able to transform you or a willing creature to gain a plant like appearance. The target's body and equipments begins to look more plant-like in appearance. For example, one's skin may begin to appear as bark and their hair may become leaves or vines. For the duration of this spell, affected creatures gain the following benefits.

  • The target can take the Hide action when lightly obscured by plant life
  • The target has advantage on Dexterity(Stealth) checks while obscured by ample plant life
  • While motionless, creatures have disadvantage on Perception checks to identify the target. It can only benefit from this feature if the target is lightly obscured by nearby plant life.
  • The target can move through any difficult terrain caused by plant life without expending any additional movement.

At Higher Levels You can select one additional creature for each level above 1st that you cast this spell.

Part 5 of 8 | Your Introduction

Grasping Roots

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A twisting burst of roots launches out from your hand, reaching to grab a Large or smaller target. The target must make a Strength saving throw. On success, the target is moved 5 feet in a direction of your choice. On a failure, the target is moved 20 feet in a direction of your choice. A creature can choose to fail this save.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, you move that creature an additional 5 feet for each slot level above 1st.

Horticraft

1st-Level Transmutation (Ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You convert raw plant materials into products of the same material. For example, you can craft a pouch out of leaves, wooden arrows from a small branch, a chair from a small stump, or clothing from flax.

Choose raw plant materials that you can see within range. You can fabricate a Medium or smaller object (contained within a 5-foot cube), given a sufficient quantity of raw material. The quality of objects made by the spell is commensurate with the quality of the raw materials.

Plant creatures and magical plants or plant-based items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as weapons or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Thorn Shield

1st-Level Abjuration


  • Casting Time: 1 reaction
  • Range: Self (10 feet radius)
  • Components: V
  • Duration: Instantaneous

You surround yourself with a shield of thorns that explodes upon impact. Creatures within a 10ft radius of you, must succeed a Dexterity saving throw. On a failed saving throw, the creature takes 4d4 piercing damage. Upon a successful saving throw, that creature takes half that damage.

At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d4 for each spell slot level above 1st.

Thorn Spike

1st-Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You can conjure a thorny spike made of wood or twisted vines and hurl it at a creature. Make a ranged attack against a target. Upon a hit, the target takes 4d4 piercing damage and must make a Strength saving throw. On a failed saving throw, that creature is considered restrained until the end of its next turn.

At Higher Levels When you cast this spell using a spell slot of 2nd level spell slot, the initial damage increases to by 2d4 for each level above 1st that you cast the spell.

"2nd-Level"

Flower Caduceus

2nd-Level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You can create a wand made of flowers and petals. This magic staff lasts until the spell ends. This wand counts as an arcane focus.

While the spell lasts, you can use your action to cause a creature within 60ft. of you to expend a hitdie to regain a number of hitpoints equal to its hit die + its choice of its Constitution modifier or your spellcasting modifier. This feature has no effect on constructs or undead.

Whenever you cast a spell while wielding this caduecus, your healing spells can ignore effects that prevents a creature from regaining hitpoints

As an action, you can make a ranged spell attack. Upon a hit, you can deal necrotic damage equal to 1d4 + your spell casting modifier. You or one creature of your choice within 30 feet of you can regain a number of hitpoints equal to half the necrotic damage dealt.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the amount of amount of damage dealt increases to 2d4. At 5th level and higher, the damage increases to 3d4, at 7th level or higher, the damage increases to 4d4, and at 9th level, the damage increase to 5d4 and this spell does not require concentration.

Part 6 of 8 | Your Introduction

Fungal Wand

2nd-Level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 Minute

You can create a wand made of fungi and spores. This magic staff lasts until the spell ends. This wand counts as an arcane focus.

While the spell lasts, you can use your action to force a creature within 120 feet of you to make a Constitution saving throw. On a failed saving throw, the creature takes 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half damage and is not poisoned.

In addition, whenever you deal poison damage, you can ignore resistance and treat immunity as resistance. Creatures with immunity to the poisoned condition have advantage on saving throws against be poisoned.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 4d6. When you use a spell slot of 5th level or higher, the increases to 6d6. When you use a spell slot of 7th level or higher, the increases to 8d6. When you use a spell slot of 9th level or higher, the increases to 10d6 and no longer requires concentration.

Pollen Puff

2nd-Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Pollen or spores)
  • Duration: Concentration, 1 minute

You can conjure a cloud of toxic pollen and spores that infects creature within range to make a Constitution saving throw. On a failed saving throw, the creature is poisoned for the spell's duration.

While a creature is poisoned in this manner, you can use your action to deal 2d8 necrotic damage to that creatures as the pollen and spores begin to rapidly grow inside its body. Creatures can repeat its saving throw at the end of each of its turns to end the the spell on a success.

If this spell reduces a creature to 0 hitpoints, tiny flowers and fungi begin to sprout and bloom from its corpse.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each spell slot above 2nd.

Vine Blade

2nd-Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a weapon)
  • Duration: Concentration, up to 1 Hour

You wrap living vines around a weapon you touch giving it a life of its own. Until the spell the ends, the weapon has an increased reach of 10 feet for the duration as animate vines propels it towards your foes. In addition, weapon attacks made with it deal an extra 1d4 piercing damage on a hit as it is covered with thorny vines. If the weapon isn't already a magic weapon, it becomes one for the duration.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage bonus increases to 2d4. When you use a spell slot of 5th level or higher, the bonus damage increases to 3d4. At 7th level or higher, the bonus damage increases to 4d4. At 9th level, this spell no longer requires concentration and the bonus damage increases to 5d4.

"3rd-Level"

Anima Orb

3rd-Level Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (Animal fur or bone)
  • Duration: 1 Hour

You are able to condense nature magic into a brilliant orb of light and pollen. Creatures in a 20 feet radius around a spot that you can see within range must succeed a Constitution saving throw. On a failed saving throw, the creature takes 4d4 necrotic damage + 4d4 radiant damage and half as much on a successful saving throw.

Upon casting this spell, Tiny nonmagical plants begin to sprout in the affected area. If this spell kills a creature, a small sapling begins to grow from the plants corpse. Within 1 month, a Medium plant will fully bloom from that corpse.

At Higher Levels When you cast this spell at 4th level or higher, you can increase the radiant and necrotic damage dealt from this spell by 1d4 each for each spell slot above 3rd.

Part 6 of 8 | Your Introduction

Leaf Storm

3rd-Level Conjuration


  • Casting Time: 1 action
  • Range: Self (60 feet cone)
  • Components: V, S, M (A handful of leaves)
  • Duration: Instantaneous

You can surround yourself with a swirling cyclone of leaves unleashing them in a devasting torrent of blade-like leaves. Each creature in a 60ft. cone must succeed a Dexterity saving throw. On a failed saving throw, a creature takes 6d4 slashing damage and is blinded until the end of its next turn. On a successful saving throw, creatures take half damage and are not blinded.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Petal Shield

3rd-Level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (A flower)
  • Duration: Concentration, up to 10 minutes

You can conjure a colossal flower to protect you from harm with its large blade-like petals granting a +2 bonus to AC for the duration.

Whenever you are hit with an attack or an effect such as magic missile, a petal of the flower can break off to be launched at the attack. You can use your reaction to make a ranged spell attack against a creature within 60ft. Upon a hit, the target takes piercing damage equal to 1d8 + your spellcasting modifier.

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can use your reaction to launch two petals. These petals can hit the same or several targets. When you cast it uses a spell slot of 7th level or higher, you can fire up to three petals. At 9th level, you are able to fire up to 4 petals.

Pin Needle

3rd-Level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Plant seeds or nuts)
  • Duration: Concentration, up to 1 minute

You can conjure a spiny nut or seed that repeatedly fires thorny barbs at any creature that gets to close. When you cast the spell, you can toss this seed to an unoccupied space with range. Each creature within 10 feet of the seed must make a Dexterity saving throw. On a failed saving throw, thr creature takes 6d4 piercing damage and half as much on a successful saving throw.

On each of your turns until the spell ends, you can use your action to cause the seed to spray thorns at any creature in range.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increase by 2d4 for each slot above 3rd.

Shroud of Spores

3rd-Level Conjuration


  • Casting Time: 1 action
  • Range: self (10 feet radius)
  • Components: V, S, M (A mushroom or flower petal)
  • Duration: 1 Hour

You can emit a cloud of noxious spores or pollen that poisons any creature that gets too close. This aura can appear as a cloud of spores, flowers, or pollen. When you cast this spell, creatures within a 10 feet radius around you must make a Constitution saving throw. On a failed saving throw, creatures take 4d6 poison damage and are poisoned until the start of its next turn. On a successful saving throw, creature's take half damage and are not poisoned.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 poison damage for each slot level above 3rd.

Storm of Thorns

3rd-Level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A handful of leaves or bark)
  • Duration: Instantaneous

You can unleash a torrent of spiny thorns and leaves impaling all creatures in range. Creatures in a 60 feet tall and 20 feet radius column must succeed a Dexterity saving throw. On a failed saving throw, creatures take 4d6 piercing damage and are Grasped by thorny vines. On a successful saving throw, creatures take half damage and are otherwise unaffected.

If a creature does not use its action to remove these thorny vines or brambles, it takes an additional 4d6 piercing damage at the end of its next turn.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, both damage die each increases by 1d6 for each slot level above 3rd.

Part 7 of 8 | Your Introduction

"4th-Level"

Carnivorous Garden

4th-Level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A handful of leaves or bark)
  • Duration: Instantaneous

Targeting four unoccupied spaces that you can see within range, rooted carnivorous plants erupt from the ground, filling a 5-foot cube each. The ground within 5 feet of them becomes difficult terrain. When the plants appear, they each attack a creature of your choice within 5 feet of them. Make a melee spell attack, dealing 2d8 piercing damage on hit. Make a separate attack roll for each plant.

If a creature ends their turn within 5 feet of one or more of the carnivorous plants, they automatically attack that creature unless you use your reaction to prevent them from doing so. The plants use your spell attack modifier, and deal 2d8 piercing damage on hit.

The plants have AC 14 and 30 hit points, and have vulnerability to fire and slashing damage. Each plant regains all its hit points at the start of your turn if it has at least 1 hit point. A plant dies if it is reduced to zero hit points. When the spell ends, the plants wither and die leaving behind difficult terrain unless they were killed be fire damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can summon 1 additional carnivorous plant for each slot level above 4th.

Rune of Nature

4th-Level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A handful of leaves or bark)
  • Duration: Instantaneous

You can touch a point and infuse an area around it with a surge of nature magic. The area can have a 60ft. radius and the spell fails if the radius includes an area already under the effect of a Rune of Nature. The affected area is subject to one of the following traits of your choice.

  • Abundant Overgrowth Plants with this are becomes extremely overgrown. Nonmagical plants increase by one size and this area is considered magical difficult terrain. This abundant overgrowth reduces visibility down to 10ft.

  • Blighted Bloom Plants cannot grow in this area except by magical means. Medium or smaller nonmagical plants instantly wither. Large and greater nonmagical plants in this area decrease by one size. Any food these plant's produce is diseased and rotting and does not provide nourishment.

  • Spore Garden Fungal growth explodes in the affected area coating in a cloud of spores which heavily obscures the vision of creatures in this area. Any creature of your choice that dies are fully decomposed within 1 hour after death. (this does not affect components for resurrection.) Affected nonmagical plants in the area are considered to be fungi as they are corrupted by the rampant spores

  • Vibrant Animus Aromatic pollen or spores give the surrounding plant life magical and healing properties. Creatures can recover an additional hit die during a short or long rest here. (even if it does not have a remaining hit die.) If this area is in sunlight, creatures can recover two additional hit die instead of one.

Credits and consideration
Part 8 of 8 | Your Introduction
 

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