Seedmaster
Seedling Companion
At 3rd level, you learn a ritual that creates a magical bond
between yourself and a small seedling. You perform the ritual
over the course of 1 hour, which can be done during a short rest.
At the conclusion of this ritual, the seedling gains magical
abilities that you can activate.
As a bonus action, you may throw the seedling
up to 30 feet, which then roots itself into the
ground where it lands. The seedling’s size when
deployed is Small, and it has 8 Strength, 14
Dexterity, 10 Constitution, 5 Wisdom, 3
Intelligence, and 1 Charisma. It has 10 +
your proficiency bonus AC and hit
points equal to 8 + double your ranger
level, and cannot move until you
safely unroot it using a 1 minute
ritual. If the seedling is reduced to
0 hit points, it withers back into a
small seed which cannot be deployed
again until you complete a short rest.
Once the seedling is planted, you can
give it the following commands:
Thorn Strike. As a bonus action,
you can command the seedling to shoot
a thorn at an enemy within 20 feet of it
that you can see. Make a ranged spell
attack against that enemy using
your Ranger spell attack bonus.
On a hit, the target takes 1d4
piercing damage.
This damage increases by 1d4
when you reach 5th level (2d4),
11th level (3d4), and 17th level (4d4)
Trip Attack. When a Large or smaller
creature that you can see moves within 5 feet
of the seedling, you may use your reaction to command
the seedling to trip that creature. The creature must succeed on a
Dexterity saving throw against your Ranger spell save DC or fall
prone.
Power of the Seed
At 7th level, you can either upgrade the seedling’s Thorn strike or
Trip attack feature.
Thorn Strike Upgrade. Whenever Thorn Strike hits an enemy,
your next attack against that enemy is made with advantage.
Trip Attack Upgrade. Trip Attack’s range increases to 15 feet
Uncanny Strikes
Beginning at 11th level, your seedling has advantage on all of its
Thorn Strikes, and creatures have disadvantage on the saving
throw against Trip Attack
Nature’s Bond
Starting at 15th level, you and your seedling gain a protective
bond. At the end of each of your turns, if you are within 5 feet of
your seedling, you can choose to either protect your seedling or
have it protect you until the start of your next turn. If you protect
your seedling, attacks against it have disadvantage, and if it
protects you, attacks against you have disadvantage.
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