Aspect Codex
Botany
Botany is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Botany defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Thorn Whip
Create a vine-like whip covered in thorns and lash it at one creature within range. Make a melee power attack. On a hit, the target takes 4 (1d6) piercing damage, and if it is Large or smaller, you may pull it up to 10 ft. toward you.
Druidcraft
Whisper to nearby plants and nature. Choose one: cause a Tiny plant to bloom, open, wilt, or grow slightly; predict the weather for the next 24 hours in your immediate area; create a harmless sensory effect such as falling petals, drifting leaves, or floral scent; or make a seedling, flower, or vine sprout in soil.
Goodberry
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a bonus action to eat one berry. Eating a berry restores 1 hit point and provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the effect ends.
Entangling Roots
Roots and vines erupt in a 10-ft. square on the ground within range. The area is difficult terrain. A creature that enters the area for the first time on a turn or starts its turn there must make a STR save or become restrained until the start of its next turn.
Speak with Plants
You can communicate simple ideas with plants as if you shared a language. Plants can convey basic information about creatures, weather, disease, damage, and movement they have sensed nearby. This does not make plants intelligent or friendly, but you have advantage on Nature checks made to understand or influence plant life.
Pollen Puff
Release a puff of irritating pollen at one creature you can see within range. The target must make a CON save, taking 7 (2d6) poison damage on a failed save, or half as much on a success. On a failed save, it also has disadvantage on the next Perception check or attack roll it makes before the end of its next turn.
Healing Herb
Grow and apply medicinal herbs to one creature. The target regains 13 (3d8 + your WIS modifier) hit points. If the target is poisoned, it may immediately repeat the saving throw against one poison affecting it.
Grasping Vines
Vines erupt in a 15-ft. radius centered on a point within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a STR save or have its speed reduced to 0 until the start of its next turn.
Plant Growth
Cause normal plants in a 60-ft. radius centered on a point within range to grow thick and strong. The area becomes difficult terrain for creatures of your choice. You may also use this power over 8 hours to enrich up to 1 acre of land, doubling its food yield for one year.
Thorn Burst
Thorns erupt outward from nearby plants or conjured vines. Creatures of your choice in the emanation must make a DEX save, taking 9 (2d8) piercing damage on a failed save, or half as much on a success.
Restorative Bloom
A restorative bloom opens nearby. Creatures of your choice in the emanation regain 18 (4d8 + your WIS modifier) hit points. A target that is poisoned may also end that condition.
Vine Snare
When a creature you can see within range moves, vines snap around it. The target must make a STR save or its speed becomes 0 for the rest of the turn.
Verdant Shelter
Grow a small shelter of branches, leaves, and vines large enough to house up to six Medium creatures. The shelter grants half cover from outside attacks, conceals smoke and firelight, and provides protection from normal weather.
Spore Cloud
Create a 15-ft. radius cloud of irritating spores centered on a point within range. The area is lightly obscured. A creature that enters the area for the first time on a turn or starts its turn there must make a CON save, taking 14 (4d6) poison damage on a failed save, or half as much on a success. On a failed save, it cannot take reactions until the start of its next turn.
Grove Medicine
Medicinal plants surge with restorative power. Creatures of your choice in the emanation regain 27 (6d8) hit points and may end one poison or disease affecting them.
Root Cage
Roots and vines form a cage around one creature you can see within range. The target must make a STR save or become restrained for the duration. It repeats the save at the end of each of its turns. While restrained this way, it takes 9 (2d8) piercing damage at the start of each of its turns.
Living Bridge
Grow a bridge, ladder, rope, platform, or canopy path of living vines and branches up to 60 ft. long and 10 ft. wide. It can support creatures and objects as normal wood and plant matter, and it withers when the duration ends unless rooted in suitable soil.
Razorpetal Swarm
Release a swarm of razor-edged petals in a 20-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 27 (6d8) slashing damage on a failed save, or half as much on a success.
Life Garden
Create a living garden of medicinal plants in the emanation. Creatures of your choice regain hit points equal to your WIS modifier at the start of each of their turns while in the garden. The garden is difficult terrain for hostile creatures.
Wall of Thorns
Create a wall of twisting thorns up to 60 ft. long, 20 ft. high, and 5 ft. thick. The wall blocks line of sight, provides three-quarters cover, and is difficult terrain. When a creature enters the wall for the first time on a turn or starts its turn there, it must make a DEX save, taking 27 (6d8) piercing damage on a failed save, or half as much on a success.
Instant Grove
Grow a grove, orchard, hedge ring, or cluster of trees in a 60-ft. radius centered on a point within range. The grove provides food, shade, concealment, climbing routes, and natural cover. It remains if the environment can sustain it.
Bloom of Ruin
A violent bloom erupts in a 30-ft. radius centered on a point within range. Creatures of your choice in the area must make a CON save, taking 36 (8d8) poison damage on a failed save, or half as much on a success. On a failed save, a creature is poisoned until the end of its next turn.
Verdant Regrowth
When you restore hit points to a creature with a Botany power, it regains additional hit points equal to your proficiency bonus.
Grasping Wilds
The ground erupts with aggressive plant life. Hostile creatures treat the area as difficult terrain. When a hostile creature moves more than 5 ft. within the area on a turn, it takes 2d8 piercing damage.
Canopy Ward
When a creature you can see within range is hit by an attack, conjure leaves, bark, and branches to intercept the blow. Reduce the triggering damage by 2d10 + your WIS modifier.
Toxic Bloom
A toxic flower erupts in a 20-ft. radius centered on a point within range. Creatures of your choice in the area must make a CON save, taking 6d8 poison damage and becoming poisoned until the end of their next turn on a failed save, or half damage only on a success.
Verdant Resilience
You gain resistance to poison damage and advantage on saving throws against poison and disease. While standing on natural ground or among living plants, you also have advantage on CON saving throws.
Thornfield Dominion
A dense field of thorns fills the emanation. Hostile creatures treat the area as difficult terrain. When a hostile creature moves more than 5 ft. within the area on a turn, it takes 3d8 piercing damage and must make a STR save or have its speed halved until the start of its next turn.
Blooming Renewal
A renewing bloom follows your allies. Creatures of your choice in the emanation regain hit points equal to your WIS modifier at the start of each of their turns while they have at least 1 hit point.
Spore Infestation
Infect one creature within range with aggressive spores. The target must make a CON save, taking 5d10 poison damage and causing creatures of your choice within 5 ft. of it to take 2d6 poison damage at the start of their turns until your next turn on a failed save, or half damage only on a success.
Living Ecosystem
While you are in natural terrain or within an area created by one of your Botany powers, you have advantage on Nature and Survival checks, and allies within 30 ft. gain a +2 bonus to saving throws.
Razorpetal Storm
A storm of razor-edged petals fills a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 10d8 slashing damage on a failed save, or half damage only on a success.
Worldroot Grasp
Choose up to three creatures within range. Each target must make a STR save or become restrained for the duration. While restrained this way, a target takes 3d8 piercing damage at the start of each of its turns and repeats the save at the end of each turn.
Verdant Bastion
Dense plant cover rises around creatures of your choice in the emanation. For the duration, affected creatures gain half cover, have advantage on DEX saving throws, and may Hide while lightly obscured by plants.
Nature’s Renewal
At the start of each of your turns, if you have at least 1 hit point and are in natural terrain or within an area created by one of your Botany powers, you regain hit points equal to your WIS modifier.
Forest’s Wrath
A massive eruption of roots, vines, trunks, and thorns explodes in a 50-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 12d10 piercing damage and falling prone on a failed save, or half damage only on a success.
Worldroot Prison
A colossal knot of roots traps one creature within range. The target must make a STR save or become restrained, unable to teleport, and unable to be moved by unwilling magical effects for the duration. While restrained this way, it takes 4d8 piercing damage at the start of each of its turns and repeats the save at the end of each turn.
Endless Grove
Create a sustained grove of living plants in the emanation. Creatures of your choice regain hit points equal to your WIS modifier at the start of each of their turns while in the grove. Hostile creatures treat the area as difficult terrain and spend 2 ft. of movement for every 1 ft. moved.
World Tree Fruit
Create up to six luminous fruits infused with worldroot vitality. A creature can eat one fruit as an action to regain 120 hit points, end blinded, deafened, paralyzed, poisoned, stunned, and one disease affecting it, and gain enough nourishment and water for one week. A creature can benefit from only one World Tree Fruit per long rest.
Worldroot Dominion
Roots, vines, moss, and living plants overtake the emanation. Hostile creatures treat the area as difficult terrain. As a bonus action each turn, choose up to three hostile creatures in the area; each must make a STR save or become restrained until the start of your next turn. Plants in the area obey your commands and can open paths, create cover, pull objects, or seal passages.
Instant Forest
Raise a living forest, grove, orchard, hedge-maze, or botanical shelter in a 120-ft. radius centered on a point within range. The area provides cover, food, shade, climbing routes, concealment, and natural shelter. You may shape clearings, paths, bridges, walls, and canopy platforms when the forest appears. The forest persists normally after the duration if the environment can sustain it.
Cataclysmic Bloom
A catastrophic bloom erupts in a 60-ft. radius sphere centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 16d10 piercing or poison damage and becoming blinded by pollen until the end of their next turn on a failed save, or half damage only on a success.
Characters With This Aspect
Mycelia
Marnie Rootbarrel
Marnie Rootbarrel, known as Mycelia, is a halfling spore druid and guardian of the Glow Pools, where broken bodies, strange fungi, and arcane corruption all find their way into the soil. Once a quiet naturalist and beet farmer with Barney Rootbarrel, she became a protector after the Battle of VQU left mutation and Boost contamination spreading through the region. At Medusa’s Farm, Marnie heals what she can, shelters Meadowkin survivors, and uses fungal magic to sense, cleanse, and resist corruption. Calm, slow-spoken, and immovable when threatened, she proves restoration is not gentle work. Sometimes healing has teeth.
Nursery
Nymeria Duarte
Nymeria Duarte is an elven cleric of Kickassery Inc. whose faith brought her to Gravenhurst seeking a clearer connection with the Gamemaster and the meaning behind her visions. Since youth, she has seen flashes of possible futures, each one tangled in danger, prophecy, and unanswered divine intent. Her botany manifests through radiant green spellwork like blossoming vines, matching a spirit that finds holiness in small acts of care as much as grand miracles. Compassionate but pragmatic, Nymeria will seek relics, answers, and power when prayer is not enough. She still believes the gods may be guiding her, but she has begun to wonder whether the visions are blessings—or warnings.
Yetta Rosethorn
Yetta Rosethorn
Yetta Rosethorn is a human druid and elderly herbalist of the Glassroot Enclave, where Point Pringle’s industrial appetite meets the patient resistance of living roots. A Lawful Good Rewilder and Meadowkin believer, she carries the Sister Treants’ doctrine of slow reclamation into urban edges, teaching that stone, smoke, and machinery are never as permanent as they claim. Bark-textured growth marks her arms, while living vines coil through her silver hair like a crown. With botanical mastery, defensive vine constructs, and stubborn faith in natural resurgence, Yetta stands as a quiet counterweight to unchecked innovation: old, rooted, and difficult to uproot.