Spear Specialist. Cherry has a +2 bonus to attack rolls made with spears.
Light Steps. Moving through the swamp does not reduce Cherry's Movement by any means. Spells that reduce movement speed have no effect of Cherry
Swamp Survival Expert. Cherry cannot become lost and is immune to illusion magic that changes her surroundings. Cherry and The Garden can move at a fast pace through the swamp without imposing stealth or perception disadvantages. Finally Cherry can track creatures, while in the swamp Cherry gains an expertise die on all survival checks. If the creature Cherry is tracking is familiar to her she also has advantage on the roll.
Spellcasting. Cherry's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
1/day: Ensnaring Strike, Pass Without Trace
3/day each: Hunter's Mark, Locate Animals or Plants, Speak with Animals, Animal Friendship, Beast Bond, Snare
Multiattack. Cherry makes 2 Natures Will or Natures Wrath Attacks
Natures Will. Melee Weapon Attack (Spear +2): +10 to hit, reach 5 ft., 1 target. Hit: (1d6 + 5) Piercing damage, in addition if this hit was a critical hit, vines spread out around the target's legs knocking them prone. They also take an extra 1d12 Bludgeoning Damage as the vines crush them. This damage is added after the critical damage is calculated.
Natures Wrath. Ranged Weapon Attack (Sling +2): +8 to hit, range 30/120 ft., 1 target. Hit: (1d4 + 5) Bludgeoning Damage, in addition if this hit was a critical hit, the stone shatters into a temporary swarm of insects in a 5ft sphere around the target, any creature within the sphere is considered blinded, the swarm lasts until the start of Cherry's Next Turn. In addition the target also takes an extra 1d12 Piercing Damage as the Insects Bite into them. This damage is added after the critical damage is calculated.
Nature's Earth Walk (3/day). Cherry can sink into the swamp and gain a burrow speed equal to her movement speed until the end of her current turn, as part of the same bonus action she also dash's, if Cherry remains in the ground when her turn ends she is forcefully ejected and takes 5 Force Damage per 5ft moved when ejected out.
Nature's Veil (1/day). Cherry magically casts Greater Invisibilty on herself, this lasts for 2 of her turns (not including the turn it was used) or until she loses concentration.
Comments