You are that which is in the balance of nature. Your alignment becomes unaligned and is immune to effects that specify alignment one way or another (negating the entire effect if alignment matters). Creatures that detect alignment can tell you are unaligned. At dawn choose between Bestial or Floral Affinity and gain it until next dawn.
Beastial Affinity - You become more beast like, instinctual, and you count as a beast for spells and effects that consider type, along with your original creature type. You can speak to animals as if under the spell speak with animals. You can cast charm beast and dominate beast at will, you can cast and concentrate on them while raging. Whenever you take damage from a hostile creature while you are in combat, you gain a stack of enmity against that creature that lasts until initiative ends or after a minute, whichever comes first. At the beginning of each turn you can choose one of the following and lasts until the beginning of your next turn unless stated otherwise:
- Your speed increases by 10 ft. For each stack of Enmity and In combat you must move on your turn if possible.
- You gain blind sight range of 10 ft And +1 bonus to your passive perception For each stack of Enmity
- Any time you hit that creature with a natural weapon attack, it deals one extra die of damage for each stack you have against that creature, and then one stack is expended.
Floral Affinity - You become more plant like a tree or bush. You can speak to plants as per the spell. Counting as a plant for spells and effects. You are immune to forced movement. You cannot be forcibly teleported. When you teleport or enter a new plane of existence you cannot take actions or reactions until the end of your next turn. You can cast tree step or transport via plants at will (they count as teleport for the purpose of this boon). When you take damage from a hostile source and lose hit points you gain a stack of Enmity which lasts until initiative ends or after a minute. At the beginning of each turn you can choose one of the following and lasts until the beginning of your next turn unless stated otherwise:
- You may gain 10 temporary hit points for each stack and one stack is expended. These temporary hit points last as long as you have stacks of enmity
- You gain a bonus action Wither or Bloom a target creature within 30 ft makes a constitution saving throw against a DC 22 or your spell save DC or which is higher. On a success you gain a stack of Enmity and each ally of your choice within 30 ft of you gains 10 temporary hit points for each stack of Enmity. On a fail the creature takes a number 1d12 necrotic damage equal to the number of stacks of Enmity.
- You gain an action Leaching Soil which covers an area of 10 ft radius per stack of Enmity and lasts 1 minute or until you use your action to re-apply the effect. The effect grows with stacks of Enmity you have. To hostile creatures: when you apply the effect, the creatures end their turn inside, make more than 2 attacks on a single turn, or force a save; They take a number of 1d12 amount of necrotic damage. Allied creatures within your Leaching Soil gain a bonus to hit equal to the number of stacks of Enmity stacks you have. Once per turn on a hit from an attack they may deal an additional damage equal to the number of Enmity stacks in d12 necrotic damage.
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