Aspect Codex
Phytomancy
Phytomancy 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
Phytomancy 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
Druidcraft
Create a minor living-nature effect within range: coax a flower to bloom, make leaves rustle, predict local weather for the next day, cause a seed to sprout, flavor food with herbs, or create a harmless plant-based sensory sign.
Thorn Whip
Create a vine-like whip covered in thorns that lashes one creature within range. Make a melee power attack. On a hit, the target takes 4 (1d8) piercing damage, and if it is Large or smaller, you may pull it up to 10 ft. closer to you.
Entangle
Grasping weeds and vines sprout in a 20-ft. square from a point within range. The area is difficult terrain. When a creature enters the area for the first time on a turn or starts there, it must make a STR save or become restrained until the effect ends. A restrained creature may repeat the save at the end of each turn.
Goodberry
Up to ten berries, nuts, leaves, or seed pods appear in your hand and are infused with healing vitality. A creature can use a bonus action to eat one, regaining 1 hit point and gaining enough nourishment for one day. Unused berries lose power when the duration ends.
Ensnaring Strike
The next time you hit a creature with a weapon or power attack before the effect ends, thorny vines erupt at the point of impact. The target must make a STR save or become restrained for the duration. While restrained, it takes 1d6 piercing damage at the start of each of its turns and repeats the save at the end of each turn.
Green Friend
Touch one plant, seed, vine, tree, fungus, or plant creature. It becomes friendly to you for the duration if it is not hostile. You can communicate simple emotions and commands to it, such as grow, open, hold, hide, shelter, or show.
Barkskin
Touch a willing creature. Living bark, moss, or leaf-mail covers the target. Until the effect ends, the target’s AC becomes 17 if it was lower, and it has advantage on saves against being poisoned by plants, spores, or natural venoms.
Spike Growth
The ground in a 20-ft. radius centered on a point within range sprouts hard spikes and thorns. The area is difficult terrain and camouflaged as natural growth. A creature moving into or within the area takes 2d4 piercing damage for every 5 ft. it travels.
Healing Bloom
Cause a living flower, leaf, fruit, or moss patch to bloom around one willing creature within range. The target regains 2d8 + your WIS modifier hit points. If the target is standing on soil, grass, roots, or living plants, it also gains temporary hit points equal to your WIS modifier.
Root Snare
When a creature you can see within range moves across soil, wood, grass, roots, or vegetation, living roots snap around it. The target must make a STR save or have its speed reduced to 0 until the end of the current turn.
Plant Growth
Choose Overgrowth or Enrichment. Overgrowth: normal plants in a 100-ft. radius become thick and overgrown, and creatures moving through the area spend 4 ft. of movement for every 1 ft. moved; you may exclude spaces. Enrichment: plants in a half-mile radius become enriched for 1 year, yielding twice normal food when harvested.
Speak with Plants
Imbue plants in the emanation with limited awareness and speech. You can question them about creatures, weather, damage, or events in the area from the past day. You may also cause plant-based difficult terrain in the emanation to become ordinary terrain, or ordinary plant terrain to become difficult terrain.
Vine Lash
Living vines lash up to two creatures within range. Make a melee power attack against each target. On a hit, a target takes 4d8 bludgeoning or piercing damage and must make a STR save or be pulled up to 20 ft. in a direction you choose.
Green Renewal
When a creature you can see within range is damaged while touching soil, wood, grass, roots, or vegetation, living growth cushions and closes wounds. Reduce the damage by 3d8 + your WIS modifier. If the damage is reduced to 0, the target may stand from prone or end one grapple caused by plants.
Grasping Vine
Conjure a vine from a surface in an unoccupied space within range. When you create it and as a bonus action on later turns, make a melee power attack against one creature within 30 ft. of the vine. On a hit, the target takes 4d8 bludgeoning damage and is pulled up to 30 ft. toward the vine. If Huge or smaller, it is grappled until it escapes.
Guardian of Nature
A living nature spirit transforms you. Choose Primal Beast or Great Tree. Primal Beast increases your speed by 10 ft., grants darkvision 120 ft., and adds 1d6 force damage to melee attacks. Great Tree grants 10 temporary hit points, advantage on CON saves, and makes ground within 15 ft. of you difficult terrain for enemies.
Woodland Beings
Conjure living nature spirits, pixie-lights, leaf sprites, or thorn wisps that flit around you. Whenever the emanation enters a creature’s space or a creature enters or ends its turn there, you may force that creature to make a WIS save, taking 5d8 force or piercing damage on a failed save, or half on a success. You may Disengage as a bonus action for the duration.
Living Shelter
Grow a living shelter of branches, leaves, moss, or vines in a 20-ft. radius area within range. The shelter grants half cover to creatures inside, counts as light obscurement from outside, protects against ordinary weather, and provides enough edible fruit, sap, or leaves for up to six creatures for one day.
Commune with Nature
Commune with living nature and plant spirits. Outdoors, learn about an area within 3 miles; underground or indoors with living plant matter, within 300 ft. Choose three facts: terrain and bodies of water, prevalent plants and beasts, powerful unnatural creatures, settlements, planar portals, poisons or diseases affecting plants, or the safest path through vegetation.
Tree Stride
You can enter a living tree and move from inside it to another living tree of the same kind within 500 ft. Both trees must be at least your size. You spend 5 ft. of movement to enter and 5 ft. to emerge. You may use this transport once on each of your turns and must end each turn outside a tree.
Wrath of Nature
Animate trees, roots, stones, grasses, and vines in a 60-ft. cube within range. Undergrowth becomes difficult terrain for enemies. At the start of each of your turns, enemies within 10 ft. of a tree or large plant must make a DEX save or take 4d6 slashing damage. At the end of each of your turns, one enemy on the ground in the cube must make a STR save or become restrained until the effect ends.
Vital Orchard
Grow a small magical orchard, herb bed, or flowering grove in a 30-ft. radius area within range. Allies that spend 1 minute in the area regain 4d8 + your WIS modifier hit points once per casting. Hostile creatures treat the area as difficult terrain while you remain within 120 ft. of it.
Phytomancy Dominion
Your Phytomancy powers ignore resistance to damage from plants, vines, thorns, roots, and living wood. You can understand plants and plant creatures without using a power, and living plants within 30 ft. subtly lean, open, or rustle in response to your intent.
Transport via Plants
Create a magical link between a Large or larger living plant within range and another living plant on the same plane that you have seen or touched before. For the duration, any creature can step into the target plant and exit from the destination plant by spending 5 ft. of movement.
Wall of Thorns
Create a wall of tangled brush and needle-sharp thorns on a solid surface within range. It can be up to 60 ft. long, 10 ft. high, and 5 ft. thick, or a circle 20 ft. in diameter and up to 20 ft. high. When it appears, creatures in its area make a DEX save, taking 7d8 piercing damage on a failed save, or half on a success. Moving through the wall costs 4 ft. of movement per 1 ft., and a creature entering or ending there takes 7d8 slashing damage on a failed DEX save.
Druid Grove
Invoke plant spirits to protect an outdoor, underground, or greenhouse area from a 30-ft. cube up to a 90-ft. cube. Designate friends and an optional password. Choose layered effects such as grasping undergrowth, dense fog, four tree guardians, fragrant healing flowers, thorn wards, or a windbreak. If renewed daily for a year, the grove lasts until dispelled.
Ancient Tree Guardian
Animate one Huge living tree, root mass, or plant statue within range as an ancient tree guardian. It guards a 60-ft. area and acts after your turn. When a hostile creature enters or starts there, the guardian may slam once for 8d10 bludgeoning damage and force a STR save or knock the target prone.
Verdant Regrowth
Cause overwhelming living growth to restore flesh and terrain. Choose up to six willing creatures in range touching soil, wood, roots, or plants. Each target regains 7d8 + your WIS modifier hit points and may end one poisoned, diseased, blinded, deafened, or restrained condition caused by plants, poison, or natural injury.
Overgrowth Maze
Create a living maze of hedges, vines, roots, and flowering walls in a 100-ft. radius area within range. Hostile creatures treat the area as difficult terrain and cannot see farther than 30 ft. through it. As a bonus action, you may open or close a 10-ft. passage anywhere in the maze.
Green Host
Summon a host of animated vines, shrubs, roots, and plant spirits in a 60-ft. radius area within range. Hostile creatures that start there must make a STR save or be restrained until the start of their next turn and take 8d8 piercing or bludgeoning damage. Allies in the area have half cover from the living host.
Avatar of the Great Tree
Become an avatar of living wood, leaf, and root. For the duration, you gain resistance to bludgeoning, piercing, poison, and necrotic damage, your reach increases by 10 ft., and once per turn when you deal plant, piercing, bludgeoning, or healing with a Phytomancy power, add your WIS modifier to the roll.
Worldroot Passage
Touch a Huge or larger living plant and name a place on the same plane where living plants grow. A root-gate opens there. Up to twelve willing creatures may pass through, arriving in an unoccupied space near a living plant at the named destination. The GM may require familiarity or a Nature check for vague destinations.
Blooming Sanctuary
Create a sanctuary of flowers, branches, moss, and living roots in the emanation. Allies in the area gain temporary hit points equal to your WIS modifier at the start of each of their turns, have resistance to poison and necrotic damage, and cannot be restrained by hostile plants unless they choose to be.
Seed of Rebirth
When a willing creature within range drops to 0 hit points or would die while touching soil, wood, roots, or living plants, a seed of life bursts open. The target instead remains at 1 hit point and gains temporary hit points equal to 8d8 + your WIS modifier. The target cannot benefit from this power again until it finishes a long rest.
Sovereign Greenspeaker
Living plants, plant creatures, fey plants, and cultivated groves instinctively recognize you as a sovereign greenspeaker unless magically compelled otherwise. Your Phytomancy powers ignore resistance to piercing, bludgeoning, and poison damage from plants, and you can communicate with plant life across 1 mile if connected by continuous growth.
Awaken Forest
Awaken one tree, shrub, vine network, fungus colony, or plant creature you touch. It gains sentience, a language you know, and loyalty or friendship toward you unless mistreated. If the target is part of a larger grove, the awakened mind can speak for the grove in broad impressions.
Living World Cage
Choose a 60-ft. radius area within range that contains living plant matter. The area seals with roots, trunks, leaves, pollen, and thorns. Hostile creatures inside must make a STR save when they start their turns there, taking 10d10 bludgeoning, piercing, or poison damage and becoming restrained on a failed save, or half damage only on a success.
Greater Verdant Restoration
Touch a willing creature, plant creature, or living plant. The target regains 100 hit points, ends up to three poisoned, diseased, blinded, deafened, paralyzed, petrified, or restrained conditions, and regrows one lost non-vital body part as living flesh or plantlike tissue, chosen by the target.
Archdruidic Bloom
For the duration, you become an archdruidic force of living growth. You are immune to poison damage and the poisoned condition, have resistance to bludgeoning, piercing, and slashing damage, and your Phytomancy powers ignore resistance and immunity from plants, plant creatures, and natural beasts unless they are divine, Artifact-grade, or story-protected.
World Tree Gate
Touch a legendary tree, ancient grove, worldroot, or Huge living plant. Open a stable gate through the living green to any place on the same plane where you have seen living plants, or to a GM-approved nature demiplane. Up to twenty willing creatures may pass through before the gate closes.
Forest Genesis
Create a vast surge of living growth in a 300-ft. radius area within range. Soil becomes fertile, plants rapidly grow, dead but non-necrotic vegetation revives, and you may shape the growth into trees, gardens, crops, bridges, walls, shelters, or barriers. Hostile creatures starting in hostile growth must make a STR save or become restrained until the start of their next turn.
First Garden
Plant a mythic seed or awaken an existing grove, forest, garden, or worldroot into a legendary living place. Choose its principle with the GM: an eternal orchard, a sentient forest, a healing jungle, a city grown from trees, or a worldroot sanctuary. It can be ended only by Tier 10 blight, divine intervention, or a story condition set when planted.