—CONTROLLED AND SELECTIVE GROWTH FOR OPTIMAL EFFICIENCY—
Artificial Selection. You reject the steady and harmonious garden in favor of the controlled chaos of the laboratory. Whenever you gain a Growth Die, roll it and set it aside. When you would increase all of your Growth Die by 1, instead reroll a Growth Die of your choosing. Rampant Growth (WIL/Safe Rest) allows you to reroll ANY Growth Die with Advantage. Improved Gardening instead allows you to choose two Cultivate Flora options.
Symbiotic ExoBark. Through the magic of science, you've merged yourself with a modified symbiotic tree. Lose access to Thorn Whip, instead, you are the origin of your grown plants (Seed Pouch becomes Reach 0) and you add your highest Growth Die to your Defense and Unarmed Strikes, which is now 1d6+STR. Bark Skin instead grants +WIL wounds and allows you to gain a wound to automatically crit on an Unarmed Strike. Instead of Rampant Thorns, expend a Growth die to choose one (each can be used 1/Round and last 1 round):
- +GD damage on Unarmed Strikes, they cannot miss.
- +GD Defense, ignore Defend's 1/Round limit.
- +GD/2 speed, ignore Difficult Terrain.
Level 3
Active Photosynthesis.
While you are in sunlight, add WIL to each Hit Dice used to recover HP and instance of HP recovery or gaining Temp HP.
Explosive Growth.
(1/Encounter) A Growth Die that rolls max value may explode (like a crit) once, keep the sum as a Growth Die. This recharges when you gain a wound.
Level 7
Boon of Botany.
Harmful Seed Pouch abilities do not affect allies. Every time you use a unique Seed Pouch ability, your next gained Growth Die is rolled with Advantage.
Level 11
Phytofist.
After you crit or kill an enemy with your Unarmed Strikes, your next rerolled Growth Die is incremented (Growth Dice can only be incremented once).
Level 15
Reign of the Horticulturist.
Your Growth Dice are d10s. On crit: your next Seed Pouch abilities cost 1 less action.