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FABLES from the FOREST

––––—————————–———Sylvan gifts and natural powers from deep in Duru’s wild forests––––—————————–———

As the saurian bouldertail stepped softly, to his lakes of the Great Valley, while Wide-Frond dreas spread
their leaves to shelter those under their care.
estimation, through the undergrowth of the
Venom Abyss, only a subtle rustling followed in his Bloom-Branch
wake. The wind was calm, and taking stock of his Change is the only constant in Planegea, and no different
surroundings, he figured he’d lost the Keledhros are the lives of the Bloom-Branch Dreas. Time brings
flowering blossoms, changing colors, and lost leaves to
that had been tailing him his entire journey. Then, these dreas, who were originally deciduous trees like
the canopy moved overhead, and he sprung into maple, oak, or elm.

action, expecting a swooping attack from a Seasonal Colors. The seasons of Planegea affect your body
more drastically, causing different effects. You may choose
dragon or greatwing. But no such strike came, to follow the natural season where you are in Planegea, or
only the subtle movement of the trees above. you can over the course of a long rest progress your own
personal season, moving in order from your current
Cursing his own jumpiness, he kept on, still season to the next, and losing the effects of the prior. The
cautious but eyes watching the treetops as he effects of the seasons are as follows:

strode through crunching leaves. When he finally Spring - Your From the Forest feature grows stronger. You
know the thornwhip cantrip and may also cast locate
fatigued enough to need rest, he snuck into a animals or plants once per day.
crevice in a nearby shaded palm tree, settling into Summer - Your Photosynthesis feature grows stronger. If
you spend at least 4 hours in one day exposed to sunlight,
a comfortable nook at its base. The roots moved so
you may use an action to give yourself the effects of a
slowly, he never even woke to see them coming. potion of growth. After you use this feature, you can’t use it
again until the next day.
Autumn - You may change the color of your leaves and
Kinships shed them at will. You gain proficiency in Charisma
(Performance) checks and Dexterity (Stealth) checks as
you are able to blend in better to the foliage around you.
Dreas
Winter - Your Tree Step feature grows stronger. Upon
The Dreas are one of the oldest kinships native to
exiting a tree using this feature, any creatures of your
Planegea, and through this time they have evolved into
choice you can see within 10 feet of you must succeed on a
unique species that share qualities with other dreas that
Wisdom saving throw or be frightened of you until the end
grew from the same plant types. The Bloom-Branch dreas,
of your next turn.
most dynamic and common of the dreas, change with the
seasons and adapt quickly to changing scenery. The Thick-
Bark dreas are resilient to many dangers common in Thick-Bark
Planegea, hardening their exterior in response to hazards. Some particularly hardy trees maintain their sturdiness
Wet-Roots spend their days soaking in the wetlands and through the process of becoming a dreas. Whether from
natural disasters or mortal hands, the hardships that
Thick-Barks can endure are eclipsed only by their Relaxed Aura. Your nature lends itself to calm and
resilience. This kinship includes beech, birch, and cherry serenity. You have advantage on saving throws against
trees. being frightened.
Fire Resistance. You have resistance to fire damage.
Natural Defenses. Starting at 5th level, you can cast the
barkskin spell with this trait, without requiring a material If an effect from any of these features requires a saving
component. Starting 9th level, you can also cast the throw, the DC equals 8 + your proficiency bonus + your
guardian of nature spell with this trait (only choosing the Intelligence, Wisdom, or Charisma modifier (choose when
Great Tree option). Once you cast barkskin or guardian of you select this kinship). This ability is your spellcasting
nature with this trait, you can't cast that spell with it again ability as well for spells cast with these features.
until you finish a long rest. You can also cast either of those
spells using any spell slots you have of the appropriate
level.

Wet-Root
Wet-Roots are at home in the aquatic biomes of Planegea,
preferring to settle in places with plentiful moisture and
muddy shores. A Wet-Root dreas could have been a
mangrove or willow tree.
Saline Restoration. Whenever you rest while in a natural
body of water, you recover quicker. Hit die expended while
in water restore additional hit points equal to your
proficiency bonus. Taking a long rest in water restores all
hit dice instead of only half. If you already restore all hit
dice on a long rest, instead you gain temporary hit points
equal to your level once you complete the long rest.
Listen to the Roots. You gain tremorsense out to 30 feet
when you are within 30 feet of a rooted plant.

Wide-Frond
The wide leaves of these shady dreas provide canopies for
smaller folk and beings of all kinds, especially in the
Venom Abyss where many Wide-Fronds began their plant
lives. These dreas could have been palms, ferns, or even
flowering plants like mimosa or sumac.
Sheltering Canopy. Your splayed leaves can provide safety
to those under them. As an action you can extend your
canopy, reducing your movement speed by 10 feet, while
providing half cover to any ally within 5 feet of you. While
extended, you can retract your canopy as a bonus action or
an action.
modifier as you would for a melee weapon attack made
with this weapon.
MAGIC ITEMS This sword has 4 charges, and replenishes all expended
charges daily at dawn. You can expend one or more
charges to cast the following spells from it (+8 to hit, DC
Bramble-Vine 16), using the spell’s casting time: Ensnaring Strike (1
Weapon (Whip), rare. charge), Entangle (1 charge), Earthbind (2 charges), Spike
Growth (2 charges).
This whip deals 2d4 piercing damage on a hit. Whenever
you hit a creature with the whip, you can choose to grapple
it. The whip has an escape DC of 15, and while grappling,
you cannot make an attack with the whip against another Blade of Grass
target. Until this grapple ends, the target takes 2d4 Weapon (any sword), very rare (requires attunement).
piercing damage at the start of each of its turns.
This sword is incredibly resilient to even the most
concerted efforts to cut it short, and imparts those traits
upon its wielder. While attuned to this sword, whenever
Quick-grow Spear you spend one or more hit dice as part of a short rest, you
regain double the hit points.
Weapon (Spear), common.
While attuned to and wielding this sword, you can spend a
As a bonus action, you can cause this spear to grow several bonus action to roll a number of hit dice equal to your
extra hand-lengths, allowing you to attack with an proficiency bonus and regain that many hit points. You
additional 5 feet of reach until the end of your turn. can’t use this feature again until you complete a long rest.
If a limb or other body part is removed from your body,
you can spend 1 hour to regrow another one exactly as you
Pepper Spray lost it. Once used, this feature cannot be used again.

Wondrous item, uncommon.


This leathery flask contains the paste of several intensely
pungent fruits which, when in contact with the nose or Briar Maul
eyes, wreak havoc on the senses of most creatures. Weapon (maul), Very Rare (requires attunement)
This flask has 5 charges. As an action, you can activate the You have a +2 bonus to attack and damage rolls made with
flask, targeting a creature within 10 feet. If the target has this magic weapon.
eyes or a nose, it must make a DC 15 Constitution saving Once on each of your turns, when you hit a creature with a
throw. If the target has the Keen Smell or Keen Sight melee attack made with this weapon, you can cause the
feature, it makes this saving throw with disadvantage. On a maul to release a spray of thorns in a 15-foot cone,
failure, the creature is considered blinded and poisoned centered on the target. Each creature in the cone, including
for 10 minutes, or until it spends an action to repeat the the target, takes 2d6 piercing damage.
saving throw and succeeds.
You can use this weapon to make ranged attacks, which
have a range of 60 feet and deal 1d6 piercing damage on a
hit. You can use Strength, instead of Dexterity, for the
Sword of Thorns attack and damage rolls of these attacks.
Weapon (any sword), Rare (requires attunement)
You have a +1 bonus to attack and damage rolls made with
this magic weapon, which deals an extra 1d6 piercing Succulent Pot
damage on a hit. Wondrous item, rare
While holding this weapon, you can cast the Thorn Whip
spell from it as a bonus action, using the same attack
This pot of fleshy, sap filled plants has 3 charges. It regains
1d4-1 expended charges daily at dawn. A creature can
spend an hour to turn the sap of these plants into
ointment, converting 3 charges into one dose. As an action,
one dose of the ointment can be swallowed or applied to
the skin. The creature that receives it regains 2d8+2 hit
points, ceases to be poisoned, and is cured of any disease.

Memory Leaf
Wondrous item, common
This slightly leathery, branching fan-shaped leaf dissolves
in your stomach, giving you the ability for the next hour to
clearly remember events that happened up to one month
ago.

Sequoia Token
Wondrous item, very rare.
Sequoia. You must be outdoors to use this token. You can
use an action to touch it to an unoccupied space on the
ground. The token disappears, and in its place a
nonmagical sequoia tree springs into existence. The tree is
200 feet tall and has a 10-foot-diameter trunk, and its
branches at the top spread out in a 40-foot radius.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the damage reduction increases
SPELLS by 1, and the piercing damage increases by one die size (to
a maximum of 1d12) for each slot level above 3rd.

Alluring Blossom Wall of Wood


2nd-level enchantment 3rd-level transmutation
Casting Time: 1 action
Casting Time: 1 action
Range: 15 feet
Range: 30 feet
Components: V, S, M (a handful of pollen)
Components: V, S, M (a seed)
Duration: 1 minute Duration: Concentration, up to 10 minutes
Learned By: Sorcerer, Wizard, Bard, Druid Learned By: Bard, Druid, Ranger

You form a flowering blossom that expels alluring pollen,


You create a wall of tangled wood on the ground within
which appears at a point on the ground within range, and
range. The wall consists of up to eight sections, each of
remains there for the duration or until the spell ends. Any
which are 5 feet long, 10 feet high, and 5 feet thick. Each
creature that ends its turn within 15 feet of the blossom section must be contiguous to another, and if the wall cuts
must succeed on a Wisdom saving throw or be charmed through a creature's space when it appears, the creature
until the end of its next turn.
within its area is pushed to one side of the wall.
A charmed creature is incapacitated, and must use its
movement on each of its turns to move towards the
Each section of the wall is solid, blocking movement, line of
blossom by the most direct route, making no effort to sight, and providing full cover. A section of the wall can be
avoid opportunity attacks. Before moving into damaging damaged and destroyed, and has AC 16, 20 hit points,
terrain, such as lava or a pit, a charmed creature can repeat resistance to bludgeoning and piercing damage, and
the saving throw, ending the effect on a success. A
vulnerability to fire damage.
charmed creature that is within 5 feet of the blossom is
considered blinded and deafened to anything but the
The wall disappears when the spell ends.
blossom, and does not move.
At Higher Levels: When you cast this spell using a spell
Thornskin slot of 4th level or higher, the number of sections you can
3rd-level abjuration create increases by two for each slot level above 3rd.
Casting Time: 1 action
Range: Touch Forest Spear
Components: V, S, M (a rose stem) 2nd-level Conjuration
Duration: 1 hour Casting Time: 1 action
Learned By: Druid, Ranger Range: 120 feet
Components: V, S, M (a twig)
You touch a willing creature. Until the spell ends, the Duration: Instantaneous
target’s skin, along with any clothes or armor it is wearing, Learned By: Paladin, Ranger
has a bristled, gnarly appearance, and whenever the target
receives bludgeoning, piercing or slashing damage, it is You conjure an arboreal spear and hurl it towards a target
reduced by 3. In addition, a creature that touches the you can see within range. Make a ranged spell attack. On a
target or hits it with a melee attack while within 5 feet of it hit, the target takes 3d10 piercing damage.
takes 1d6 piercing damage, which the target also adds to
the damage rolls of its unarmed strikes and natural If the target is a Large or smaller creature that is adjacent
weapons. to a hard surface (other than the ground), it becomes
pinned to it as the spear takes root on the surface. A
pinned creature is restrained until a creature uses an The vines have no effect on creatures that are amorphous
action to detach the spear. The spear can also be attacked or formless, or creatures that are Huge or larger.
and destroyed. It has an AC equal to your spell save DC, The loop’s hit points increase by 5 when you reach 5th
and 10 hit points. Once detached, or on a miss, the spear level (10 hit points), 11th level (15 hit points), and 17th
withers away and disappears. level (20 hit points).

At Higher Levels: When you cast this spell using a spell


slot of 3rd level or higher, the damage of the spear
increases by 1d10 and its hit points increase by 5 for each
slot level above 2nd.

Piercing Roots
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of root)
Duration: Instantaneous
Learned By: Bard, Druid

You conjure dagger-like roots, which erupt out of the


ground in a 5-foot square centered on a point you can see
within range. Any creature in the square when the roots
appear must succeed on a Dexterity saving throw or take
1d10 piercing damage. The roots then disappear.

This spell's damage increases by 1d10 when you reach 5th


level (2d10), 11th level (3d10), and 17th level (4d10).

Vine Bola
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of root)
Duration: Instantaneous
Learned By: Druid, Wizard

You conjure a bola-like loop of vines and throw it towards


a creature you can see within range. Make a ranged spell
attack. On a hit, the target falls prone and is unable to
stand until a creature untangles the loop as an action. The
CREDITS & NOTICES
loop can also be damaged and destroyed, and counts as an Designed by Adam Beckwith. Editing by Dan Gable and Fin Prindle,
object with 5 hit points and an AC equal to your spell save Layout by Adam Beckwith. This work includes material taken from the
DC. System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC
and available at https://dnd.wizards.com/resources /systems-
reference-document. The SRD 5.1 is licensed under the Creative
Commons Attribution 4.0 International License available at
https://creativecommons.org/ licenses/by/4.0/legalcode.
This material is for playtesting and testing. Please share your
feedback! If this sees publication, it will be enhanced by your input. The
material references The Star-Shaman’s Song of Planegea and the core
books for 5E. Those materials retain their copyrights and trademarks
where they pertain to this material.

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