Dryad

Dryad

Medium fey
Challenge

STR
0
DEX
2
CON
0
INT
2
WIS
2
CHA
4

18
4d8
16
Fort
+0
Ref
+2
Will
+4
Defense note −2 without barkskin
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 5 m.
Skills Perception +3 (14), Primal (cha) +5 (16), Stealth +3 (14)
Senses darkvision 10 m.
Languages Elvish, Sylvan

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Animals and Plants. The dryad can communicate with animals and plants as if they shared a language.

Spellcasting. The dryad uses Primal (cha) to cast spells (spell save Difficulty 14, +5 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:

Cantrips (at will): druidcraft, shillelagh, thorn bola, thorn whip

1 mana: barkskin, ensnare, ensnaring strike, goodberry, locate plants, protection from poison, regrowth, vine lash

3/day: entangle

1/day: pass without trace

Tree Stride. Once on each of its turns, the dryad can use 2 meters of its movement to step magically into one living tree within 1 meter of it and emerge from a second living tree within 10 meters of it that it can see, appearing in an unoccupied space within 1 meter of the second tree. Both trees must be Large or bigger.

Actions (1)

Shortsword. Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) piercing damage.

Fey Charm (1/turn). The dryad targets one humanoid or animal that she can see within 5 meters of her. If the target can see the dryad, it must succeed on a Difficulty 14 Will saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect on its turn (no action required). If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three animals charmed at a time.

Feywild, Forestsrd

Spells

1 minute

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.

5 minutes

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 1d8 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 1d8 when you reach 9th level (2d8) and 17th level (3d8).

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).

3 hours/mana

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).

concentration, 1 minute/mana

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.

A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • 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.

concentration, 1 minute/mana

As an action, {ATTACK}}

A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed. 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.

Augment

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.

Augment

You can increase the healing by 3d8 for each additional mana expended.

(ritual)

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.

1 hour/mana

As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Augment

You can expend 1 additional mana so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

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.

Augment
You can augment this spell with the following options, expending mana for each option.
  • 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.


Dampen Poison

1

As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

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.

Augment

You can increase the healing by 2d6 for each additional mana expended.

5 minutes/mana

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.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must make a Brawn check against your spell save Difficulty.

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.

Augment
You can augment this spell with the following options, expending mana for each option.
  • 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.

concentration, 1 minute/mana

As two actions, grasping weeds and vines sprout from the ground in a sphere centered on a point within 20 meters. For the duration, these plants turn the ground in the area into difficult terrain.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the vines takes 2d6 slashing damage.

On a failure, it takes 1d6 slashing damage and is restrained for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the vines are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

When the spell ends, the conjured plants wilt away.

Augment

You can increase the damage by 1d6 for each additional mana expended.