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.
Floral Weapon.
Learn the Thorn Whip cantrip. ()
Seed Dice.
When you roll initiative and at the end of each of your turns, gain a d4 Seed Die, then grow all of your other Seed Dice by one. Your max Seed Die size is d12, and you can have a max of STR+1 Seed Dice.
Seed Dice. When you grow a Seed Die, swap the die for the next larger size. The die size order is d4 -> d6 -> d8 -> d10 -> d12.
Chuck Seed.
(1/turn) Free action: Expend a Seed Die. Roll it and deal that much damage to a creature within Reach 6 (ignoring armor).
Mana and Tier 1 Spells.
You unlock Tier 1 Greenspeaker spells and a mana pool to cast them. Max mana is always equal to WIL+LVL, and recharges on a Safe Rest. ()
Savage Bloom.
When you deal damage with a spell, you may expend a Seed Die. If you do, the spell deals an additional 1d(SD) damage.
Cultivate Flora.
(1/turn) Action: Grow one of your Seed Dice up to two sizes.
Subclass.
Choose a Greenspeaker subclass.
One With the Grove.
Advantage on Naturecraft checks related to flora. You can communicate simple thoughts with plants and make basic requests of them.
Horticulture.
Choose 1 Horticulture ability.
Tier 2 Spells.
You may now cast tier 2 Greenspeaker spells. ()
Key Stat Increase.
+1 WIL or STR.
Turning of the Seasons.
Choose 2 Seasonal Adaptations. When you roll Inititative, choose a Seasonal Adaptation you know to be active for the encounter.
Secondary Stat Increase.
+1 DEX or INT.
Tier 3 Spells.
You may now cast tier 3 Greenspeaker spells. ()
Bark Skin.
When you Defend, you may expend a Seed Die to increase your Defense by STR×2 until the start of your next turn.
Horticulture (2).
Choose a 2nd Horticulture ability.
Subclass.
Gain your Greenspeaker subclass ability.
Savage Bloom (2).
Your Savage Bloom bonus is now 2d(SD).
Tier 4 Spells.
You may now cast tier 4 Greenspeaker spells. ()
Key Stat Increase.
+1 WIL or STR.
Horticulture (3).
Choose a 3rd Horticulture ability.
Secondary Stat Increase.
+1 DEX or INT.
Tier 5 Spells.
ou may now cast tier 5 Greenspeaker spells. ()
Turning of the Seasons (2).
Choose a 3rd Seasonal Adaptation.
Subclass.
Gain your Greenspeaker subclass ability.
Horticulture (4).
Choose a 4th Horticulture ability.
Key Stat Increase.
+1 WIL or STR.
Savage Bloom (3).
Your Savage Bloom bonus is now 3d(SD).
Root Stride.
When you Cultivate Growth, move up to half your Speed for free.
Secondary Stat Increase.
+1 DEX or INT.
Turning of the Seasons (3).
Choose a 4th Seasonal Adaptation.
Subclass.
Gain your Greenspeaker subclass ability.
Horticulture (4).
Choose a 4th Horticulture ability.
Key Stat Increase.
+1 WIL or STR.
Bark Skin (2).
Your Bark Skin' Defense bonus increases to STRx3.
Secondary Stat Increase.
+1 DEX or INT.
Savage Bloom (4).
Your Savage Bloom bonus is now 4d(SD).
Shifting Seasons.
(1/encounter) At the start of your turn, you may switch to a different Seasonal Adaptation than your current one.
Epic Boon.
Choose an Epic Boon (see pg. 23 of the GM's Guide).
Ancient Fury.
+1 to any 2 of your stats. When you expend a Seed Die for Savage Bloom, you may expend a second Seed Die of the same size to double Savage Bloom's damage bonus.
Horticulture Abilities
Meld Into Tree
(1/Safe Rest) Action: Meld into an adjacent plant until the start of your next turn. You cannot take damage or use reactions during this time. If there are no nearby plants, become one.
Rampant Growth
(1/turn) After you use Savage Bloom, you may grow your biggest Seed Die one size.
Vital Bloom
(1/encounter) After you use Savage Bloom, gain temp HP equal to the damage rolled.
Shared Bark
Reaction: When an ally within Reach 6 takes damage, expend a Seed Die and reduce that damage by STR×2.
Prepared Sapling
When you roll Initiative, gain a Seed Die at d6 instead of a d4.
Ingrain
Action: Gain temp HP equal to STR×LVL. You are Restrained until the end of your next turn, and cannot be moved aginst your will. Any remaining temp HP is lost once you're no longer Restrained.
Efficient Cultivation
You may use Cultivate Flora twice per turn instead of once.
Branching Vines
When you hit with Thorn Whip, you may expend a Seed Die: deal the same damage to a second creature adjacent to your target.
Bramble Lash
On hit with Thorn Whip, instead of dealing damage, you may Grapple the target if they are your size or smaller. If they're larger than you, move onto them and gain the Riding condition.
Sap Reserve
(1/encounter) Action: Expend a Seed Die: roll it and regain that much mana.
Seasonal Adaptation
When you roll initiative, choose 1 Seasonal Adaptation you know. It is active until the end of the encounter.
Spring's Rejuvination
(1/encounter) When you use Savage Bloom, you may also heal yourself or an ally within Reach 6 for the same amount.
Summer's Growth
(1/encounter) When you use Savage Bloom, you may increase the size of the expended Seed Die for the purpose of resolution.
Autumn's Harvest
Whenever an enemy drops to 0 HP within Reach 6, gain a new Seed Die at d4, even if this exceeds your max count.
Winter's Stillness
Enemies who start their turn within Reach 4 of you are Slowed until the end of their turn.