When a Greenspeaker calls, nature responds.
Natural life has stood upon this world for time immemorial. It flourished before the dawn of civilization and will reclaim the land as it crumbles. A Greenspeaker recognizes the beauty and power of floral life, and can encourage its growth in any environment. With a simple seed, a Greenspeaker is capable of shaping battlefields with lovely flowers or deadly thorns.
It takes time for something to grow into its potential. Once it does, be assured that the effort was worthwhile. As a Greenspeaker, you can
Cultivate Growth. Create and increase the value of Seed Dice that are expended for great effect
Grow Helpful and Dangerous Plants. Use special Seed Pouch abilities to create plants that impact the battlefield in a variety of ways.
Become One With Nature. Grow bark on your skin, dissolve into trees, and find yourself becoming more and more plantlike.
Cultivate Flora
Action: Choose One
- Gain a Seed Die (1d4). Set it to 1. You can have a max of KEY Seed Dice.
- Grow all of your Seed Dice by 1. If a die ever exceeds its max value, it overgrows and is expended.
Seed Dice: When you grow a Seed Die, you change the value of it to be one larger. Example: If a Seed Die is at 1, then you grow it, you change it to 2. If your Seed Die is a d4, and it would grow 5, it is overgrown and expended. Any time an ability refers to SD, it is the value of the Seed Die expended to use it. You can only have and grow Seed Dice in combat.
Thorn Whip
Action (Reach 6): 1d6 + KEY + highest Seed Die damage
Rampant Thorns
When using Thorn Whip, you may expend a Seed Die to choose one:
- Deal damage to an additional creature adjacent to the target.
- Deal an additional SD d6 damage.
- Grapple the target if it is your size or smaller. If it is larger, move onto it and gain the Riding condition.
One With Nature
You roll with advantage on Naturecraft checks. You can communicate simple thoughts with plants, and make basic requests of them.
Subclass
Choose a Greenspeaker subclass.
Patient Bloom
At the start of each of your turns, grow all of your Seed Die by 1.
Seed Pouch
Choose two Seed Pouch abilities.
Key Stat Increase
+1 WIL or STR.
Green Thumb
Increase your Seed Dice to d6 and your Thorn Whip damage die to 1d8.
Secondary Stat Increase
+1 DEX or INT.
Bark Skin
When you Defend, you may expend one Seed Die to increase your Defense by STR x SD.
Seed Pouch (2)
Choose a Seed Pouch ability.
Subclass
Gain your Greenspeaker subclass ability.
Meld Into Tree
(1/Safe Rest) Action: Meld into an adjacent tree until the start of your next turn. You cannot take damage or use reactions during this time. If there are no nearby trees, become one.
Key Stat Increase
+1 WIL or STR.
Seed Pouch (3)
Choose a Seed Pouch ability.
Secondary Stat Increase
+1 DEX or INT.
Green Thumb (2)
Increase your Seed Dice to d8 and your Thorn Whip damage die to 1d10.
Rampant Growth
When you Cultivate Flora, you may instead choose to grow a single die WIL times.
Subclass
Gain your Greenspeaker subclass ability.
Seed Pouch (4)
Choose a Seed Pouch ability.
Key Stat Increase
+1 WIL or STR.
Rampant Thorns (2)
Upgrade Rampant Thorns damage to SD d8. While you have a creature Grappled with Thorn Whip, you may spend an Action and expend a Seed Die to throw it at another creature within Reach 6 of the Grabbed creature. Both take SD x KEY damage.
Efficient Cultivation
When you Cultivate Flora, gain up to 2 Seed Dice or grow your Seed Dice up to 2 times.
Secondary Stat Increase
+1 DEX or INT.
Green Thumb (3)
You can now have up to 2 x KEY Seed Dice at once.
Seed Pouch (5)
Choose a Seed Pouch ability.
Subclass
Gain your Greenspeaker subclass ability.
Seed Pouch (6)
Choose a Seed Pouch ability.
Key Stat Increase
+1 WIL or STR.
Rampant Thorns (3)
Upgrade Rampant Thorns damage to SD d10 damage.
Ingrain
Action: Expend a Seed Die. Gain temp HP equal to KEY x SD, gain Restrained, and you cannot be moved against your will until the start of your next turn.
Secondary Stat Increase
+1 DEX or INT.
Seed Pouch (7)
Choose a Seed Pouch ability.
Epic Boon
Choose an Epic Boon (see pg. 23 of the GM's Guide).
Unending Growth
+1 to any 2 of your stats. Your Seed Pouch ability costs 1 action instead of 2.
Seed Pouch
2 Actions: Expend a Seed Die to grow a plant in a space within Reach 6. The space must be unoccupied in order to grow a plant. Unless otherwise stated, the plant disappears after the effect is completed. SD refers to the value of the expended Seed Die. You may choose whether or not to be affected by any of your plants’ effects. All Seed Pouch abilities are AoE, and cannot miss or crit.
Unstable Oak
Line: 4. Deal SD d6 damage. If 10+ damage is rolled, targets are knocked Prone. Originates from the space where the seed was planted, and can fall any direction from there.
Corpse Flower
Reach: SD. Creatures within reach are Poisoned until their next turn ends and take WIL d6 poison damage.
Prickly Cactus
Adjacent allies gain a spiky shield as long as they remain adjacent to the cactus. Increase their defense by SD, and when they are hit by an attack, the attacker takes SD damage (ignores armor). The Cactus remains in place until the start of your next turn.
Flower Field
(1/encounter) Reach: 4. Creatures within reach heal SD d4 HP.
Dense Undergrowth
Reach: SD. The area becomes Difficult Terrain until the start of your next turn.
Fly Trap
Place a hidden Fly Trap. It cannot be placed adjacent to a creature. When an enemy walks adjacent to it, they take SD d8 damage. If 10+ damage is rolled, they are Restrained until the end of their next turn. You can only have one Fly Trap active at a time.
Confuddling Spores
Reach: SD. Creatures within reach are Dazed until their next turn ends. On a failed WIL save, they are also Blinded.
Ghost Plant
Adjacent creatures take SD d6 damage. You gain temp HP equal to your damage roll.
White Baneberry
Adjacent creatures must move SD spaces away from the Baneberry. If this forced movement would cause a creature to collide with an object or fall, they stop right before doing so.
Aeropetals
Reach: 2. Creatures within reach gain +SD speed until the start of your next turn.
Shade Canopy
Reach: SD. Creatures within reach gain Invisible until they attack or until the start of your next turn. Creatures who move into reach after the ability is used do not gain this benefit.
Four-Leaf Clover Field
Reach: SD. Creatures within reach gain advantage on their next attack.