Prerequisite: A strong ideal, bond, or flaw tied to curiosity, wisdom, nurturing others, preservation of life, or the pursuit of knowledge.)
You perceive the unseen connections of the world — every creature, every memory, every breath part of a greater whole. The living world recognizes your awareness and answers.
A Dendro Vision manifests — verdant life and ancient memory intertwined with your spirit.
You gain the following benefits:
Verdant Bearer
You learn the Druidcraft and Thorn Whip cantrips.
Constitution, Wisdom, or Charisma (your choice when you take this feat) becomes your spellcasting ability for all spells granted by this feat.
Additionally, you may communicate simple emotions and intent to Beasts and Plants (as if constantly under a limited speak with animals/plants effect, though not complex conversation).
Dendrocasting
At certain character levels you permanently gain access to life and nature magic:
| Character Level | You Learn |
|---|---|
| 4 | one cantrip or 1st-level spell |
| 8 | one spell of 2nd level or lower |
| 12 | one spell of 3rd level or lower |
| 16 | one spell of 4th level or lower |
The spells must:
• deal poison damage, or
• create plants, vines, spores, or roots, or
• heal, nurture, or sustain life, or
• charm, bind, or mentally connect creatures.
Examples: entangle, goodberry, cure wounds, barkskin, spike growth, lesser restoration, hold person (binding vines), plant growth, speak with plants, aura of vitality, revivify, grasping vine, guardian of nature, blight (life-draining flora).
These spells:
• Do not count against spells known or prepared.
• Can be cast a number of times equal to your Proficiency Bonus per long rest.
• Do not require spell slots.
• You may still expend spell slots to cast them normally if you have them.
Seeds of Connection
When you damage a creature with a spell or cantrip granted by this feat, you may mark it with a Seed for 1 minute (no concentration).
You may have a number of Seeded creatures at once equal to your Proficiency Bonus.
When a Seeded creature takes damage, another Seeded creature within 30 feet takes psychic damage equal to your Proficiency Bonus (once per turn).
If only one creature is Seeded, it instead takes extra psychic damage equal to half your Proficiency Bonus (rounded up) the first time each turn it takes damage.
Bloom
Life energy spreads across allies.
Whenever you restore hit points to a creature, choose another creature within 15 feet of the original target:
That second creature regains hit points equal to your spellcasting ability modifier (minimum 1).
This can occur once per turn.
Verdant Terrain
Whenever you cast a spell granted by this feat, plants sprout in a 10-foot radius centered on a point you can see within 60 feet. The area becomes difficult terrain for enemies (but not allies) until the end of your next turn.
You can suppress this effect if you choose.
Cycle of Life
You are sustained by vitality itself.
You gain:
• Resistance to poison damage
• Advantage on saving throws against being poisoned
• Whenever a creature within 30 feet drops to 0 HP, you gain temporary hit points equal to your Proficiency Bonus
Elemental Devotion (Restriction)
The Dendro Vision alters your elemental nature.
If you gain this feat, you cannot learn or prepare spells that deal fire, cold, lightning, or thunder damage unless they come from a racial feature, magic item, or another elemental feat (such as Pyro, Hydro, Cryo, Electro, Anemo, or Geo Vision).
Force, radiant, necrotic, and psychic spells are unaffected.
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