The power to harness the growth of life, raise mountains, blossom flowers, and quake the rocks below. Bestowed to those by the Goddess of Fauna, Fawn, and Fertility, Terrao, one must be born in dense forests or grass plains. Those who have Terra have a strong obsession for their goals. They are responsible in their duties, and have an unquenchable thirst for knowledge.
As a Terra, you sprout life wherever you walk. As a Halfite of Terra, you can only use your gift in the presence of nature.
Elemental Color: Emerald.
Spellcasting Focus: a peridot crystal encased in a gold shell, with an added chain.
Godly Ability: Wither and Bloom. You have the ability to sense nature around you as its lifeforce can grant you temporary energy (health). With a single touch, a child of Terra can make a flower bloom, flourish a seed pod, or wilt a plant.
Kiss of Terrao: With every attack, whether melee or spell, you give an added 1d6 poison damage. This die increases by 2 every 3rd, 6th, 9th, 12th, 15th, and 18th level.
Spells: You have a pool of points known as a Terra Tear; the number is equivalent to your spellcasting ability modifier + Arcana. If you don't have a spellcasting ability modifier, use your Wisdom.
You can use a Terra Tear to cast spells without expending a spell slot. Terra Tears are replenished by leaving an offering in a lush forest, buried under a willow tree, or by wearing a flower crown in a ceremonial dance.
You can only cast up to the spell slot level that you know and have access to, for example, you cannot cast a 9th Level spell if you do not have access to 9th Level spells. This does not apply to Cantrips. If you do not use spells/are not a caster you only have access to Cantrips. Halfites of Terrao can only use these spells if nature is present within range.
The following list of spells peer into what you may learn and come across during your time as a Child of Terrao. You are granted four spells of each level, until 9th where you will be granted one spell. You may use a Terra Tear to cast any of these spells, if you meet the prior prerequisites.
- Cantrips: Thorn Whip, Mold Earth, Infestation, and Thaumaturgy.
- 1st Level: Animal Friendship, Earth Tremor, Silvery Barbs, and Hail of Thorns.
- 2nd Level: Animal Messenger, Barkskin, Spike Growth, and Wither and Bloom.
- 3rd Level: Plant Growth, Create Food and Water, Erupting Earth, and Speak with Plants.
- 4th Level: Giant Insect, Guardian of Nature, Polymorph, and Stoneskin.
- 5th Level: Creation, Insect Plague, Wall of Stone, and Wrath of Nature.
- 6th Level: Druid Grove, Investiture of Stone, Transport via Plants, and Wall of Thorns.
- 7th Level: Regenerate, Sequester, Forcecage (Earth), and Project Image
- 8th Level: Control Weather, Earthquake, Maze, and Power Word: Stun.
- 9th Level: Terrao's Nurture.
Fighting Styles: If you are not a caster, but are recognized as a Child of Terrao, a Terra, you still have the Gift of Nature flowing through your veins that may aid you in combat. There are 3 main styles that Terrians teach their prodigies, Tao, Shei, and Fuen. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Tao: Tao refers to the ancient Sevillian script "to support." When faced with great peril, you can unleash a storm of spiked thorns in a 100ft radius ,inflicting 3d6 poison damage to your enemies, but healing your allies. When shrouded in this storm, you are granted with +3 AC Bonus, have advantage on your attack rolls, and know each enemy pierced with thorns remaining Hit Points.
Shei: Shei refers to the ancient Sevillian script "of great balance." You lace an area of your body or weapon with sticky poison. When you touch a target of your choosing, and within range, they will be inflicted with an added 1d8 poison damage that will continue to manifest into their bloodstream over the course of 1d4 rounds. Each round the enemy has untreated poison shall result in an added 1d6 poison die until the end of the duration.
Fuen: Fuen refers to the ancient Sevillian script "vast, deep." You are graced with the nurturing gaze of Terrao, and she bestows upon you the gift of life itself. You are able to cast Power Word: Pain where you see hundreds of invisible, thorn like needles repeatedly stab into a targeted enemy or group of enemies. Unless otherwise verbally stated, the needles will continue to inject into the target until they die. Alternatively, a healer, healing spell, or Illium can infuse this effect on an ally, and restore them to max hit points. You cannot use this effect until the next dawn.
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