Professional Documents
Culture Documents
Planegea - Fables From the Forest - (OEF, 2024-01-31)
Planegea - Fables From the Forest - (OEF, 2024-01-31)
––––—————————–———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.
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.
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
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