Grung WildlingSmall humanoid (grung)
Amphibious. The grung wildling can breathe air and water.
Grung Poison. Grung poison loses its potency 1 minute after being removed from the grung wildling. A similar breakdown occurs if the grung wildling dies. A creature poisoned by the grung wildling can suffer an additional effect that varies depending on the grung wildling’s skin color. This effect lasts until the creature is no longer poisoned by the grung wildling.
- Red. The poisoned creature must use its actions to eat if food is within reach.
Poisonous Skin. Any creature that grapples the grung wildling or otherwise comes into direct contact with the grung wildling’s skin must succeed on a Difficulty 12 Fortitude saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung wildling can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The grung wildling uses Primal (Wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Standing Leap. The grung wildling’s jump is always treated as if it has a running start.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 10/100 m. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
As an action, you whisper to the spirits of nature to create one of the following effects within 5 meters:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1-meter cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
As an action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.
The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.
At higher levels
When you reach 9th level, you can make an attack with the weapon as part of the same action to imbue it with power.
As an action, you shoot thorny vines at a creature or object within 5 meters. Make a ranged spell attack against the target.
On a hit, it takes 1d6 piercing damage and its speed is reduced by 2 meters until the end of its next turn.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
As an action, you create a long, vine-like whip covered in thorns that lashes out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.
On a failure, it takes 1d6 piercing damage and is pulled 2 meters toward you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).
As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As an action, you ensnare a creature that you can touch or see within 10 meters with a writhing mass of thorny vines that wrap around it. The creature must make a Reflex saving throw.
On a failure, it is restrained for the duration.
On a success, the target is freed.
You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, make a weapon attack.
On a hit, add your spellcasting ability to the attack’s damage roll and the creature must succeed on a Reflex saving throw or a writhing mass of thorny vines wraps around it as it is restrained for the duration. A Large or larger creature has advantage on this saving throw.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.}
On a success, the target is freed.
You can increase the damage by 3d6 for each additional mana expended.
As an action, a berry appears in your hand and is infused with magic. A creature can use an action to eat the berry which restores 2d8 + your spellcasting ability health and provides enough nourishment and water to sustain a creature for a day.
The berry loses its potency if it has not been consumed within 24 hours of the casting of this spell.
You can increase the healing by 3d8 for each additional mana expended.
As an action, describe or name a specific kind of plant. You learn the direction and distance to the closest plant of that kind within 10 kilometers, if any are present.
As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.
If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.
You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.
As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.
You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.
As an action, a creature that you can touch or see within 10 meters regains 1d6 + your spellcasting ability health immediately and again at the end of its next turn. This spell has no effect on constructs or undead.
You can increase the healing by 2d6 for each additional mana expended.
As an action, vines extend from your outstretched arm. Until the spell ends, you can cause the vines to lash out on each of your turns as an action.
Creature. A creature within 20 meters of you must succeed on a Reflex saving throw or be pulled up to 5 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled.
Unattended Object. An unattended object within 20 meters of you is pulled up to 5 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.
Surface. If you target an immovable object within 20 meters of you such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 10 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 10 meters as an action on your turn.
On a success, the creature can choose to prevent you from moving or to be pulled along with you. A creature cannot be pulled along with you if it is larger than you.
On a failure, the creature must let go of the grapple.
You can cause the vines to release at any time (no action required by you). They retract instantly.
The vines are flammable. Any vines exposed to fire burn away in 1 round.
You can expend 1 additional mana as a reaction, which you use when you or a creature within 10 meters of you falls. Vines lash out to a solid surface within 10 meters, or the falling creature, and lower you or the creature up to 20 meters from the point of attachment toward the ground.
Soaring Vines. You can expend 1 additional mana so the vines can attach themselves to your torso, leaving your arms and legs unhindered. The vines automatically attach to solid surfaces (such as a building, a wall, or a tree) or other plants at least 3 meters above you and within 10 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the vines are destroyed, a new vine immediately grows to take its place.
For the duration, as long as you are within 10 meters of a solid surface or other plants that is at least 3 meters above you, you have a flying speed of 10 meters, which can’t be reduced by nonmagical means. Additionally, you have advantage on saving throws made against effects that would push or pull you. When the spell ends, if you are near a solid surface or other plants, the vines gently lower you to the ground as they shrivel away.