Craft Effigies of Sacrifice and Protection
You can weave the magic of the land through your wicker creations as boons to your friends and banes to your foes. What power do you serve?
Level 3
Bewitched Effigy.
As an Action, you can create a small wicker effigy in an unoccupied space you can see within 4 spaces. The effigy has LVLx6 HP and vanishes after 1 minute, when reduced to 0 Hit Points, or when you use this feature again. It has an aura with a Reach of 4 with one of the following effects (chosen when you create the effigy):
- Sacrifice. When a creature in the aura takes damage, you can take a Reaction to deal 1d8+WIL Fire damage to it.
- Soothe. When you create the effigy, and as an Action on subsequent turns, one creature that you can see in the aura regains 1d8 Hit Points.
- Ward. The damage allies (excluding the effigy) receive from enemies in the aura is reduced by 1d8.
Wicker Token.
(1/Safe Rest) You can weave up to WIL wicker tokens that carry a touch of your magic. Until your next Safe Rest, creatures carrying your token may expend it to:
- Gain an additional action.
- Gain Temp HP equal to 3 times your WIL.
- Increase their Armor by 5 until the start of their next turn.
Level 7
Wicker Rising.
Your wicker effigy grows stronger, empowering its benefits. When rolling your effigy die, add WIL+LVL to the damage or healing.
Level 11
Soulbound Poppet.
Action: Create a tiny wicker doll of a creature you can see. The doll has 10 HP and vanishes after 1 minute or when it is reduced to 0 HP. While the doll exists, the target has Disadvantage on attack rolls against a creature carrying the doll, and when a creature carrying the doll damages the target for the first time on a turn, the target takes an extra 2d10 damage.
Level 15
Wicker Zenith.
At the start of your turn, you can change your effigy’s aura to a different one. Additionally, your effigy die crits are now Vicious.