Gain 1 additional 1d4 on any roll check. (Cannot be used more than once per turn).
Forest Guide.
While in a space with plant life, you gain +1d4 AC. (rerolls every turn start to override)
While in a water space plant life raises up to your foots touch, allowing you to walk on them, and currents do not affect you.(water walking adaptation)
While in a space with plant life, you gain the ability to communicate with nature and as them basic questions.
Forest Revival. Self. Cantrip & Bonus Action
While at full health, expend 1d6 health to regain a spell slot of Level 1.
While not at full health, expend 2d6 health to regain a spell slot of Level 1.
Dangerous Siphon. Self-5ft. Level 1 Spell & Action. Once per long rest
Grant yourself or an ally the ability to Siphon Health once.
Siphon Health. 5ft. Bonus Action & Level 1 Temporarily Prepared Spell
Take health points in the amount of the dice rolls from the correct target, based on saving throw outcome.
The creature makes a random saving throw minus its initiative: (random roll of a 1d6 will populate the random saving throw)
- Failure: the creature loses health = rolls 2d4 = and the player gains that much as health points.
- Success: the player loses health = rolls 2d4 = and the creature gains that much health back.
At the end of your turn, you can roll a 1d4 and give that to a creature within 5ft. as temporary hit points.
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