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.

PhytomancySpellcastingChargesNature

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

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.

Tier 0ActionAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ReactionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3ReactionAt-Will

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.

Tier 4Bonus ActionAt-Will

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.

Tier 4Bonus ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 51 MinuteAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 6PassiveAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 610 MinutesAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 8Bonus ActionAt-Will

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.

Tier 8Action1/Long Rest

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.

Tier 8ActionAt-Will

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.

Tier 8ReactionAt-Will

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.

Tier 9PassiveAt-Will

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.

Tier 91 HourAt-Will

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.

Tier 9ActionAt-Will

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.

Tier 9Action1/Long Rest

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10Action1/Long Rest

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.

Tier 10ActionAt-Will

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.

Tier 10Action1/Ever

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.

Characters With This Aspect