Plant Nature. As long as you are in direct sunlight for at least 4 hours a day, you don’t need to eat. Additionally, you can breathe through your leaves and you can absorb water and nutrients through your feet.
Root Magic. Your vegetal nature gives you access to some green Magic, You can cast each of these spells as described or using spell slots from your Spellcasting traits (spell save DC 17):
At will: shillelagh (treating one of your limbs as a Club for the duration of the spell)
Speak with Plants. This Sidekick can communicate with plants as if they shared a language.
Spellcasting. This Sidekick is a level 9 Healer spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +8 to hit with spell attacks). It has the following Healer spells prepared:
Cantrips (at will): magic stone, mend plants, thorn whip
1st level (4 slots): spiny shield, thorn armor
2nd level (3 slots): lesser restoration, spike growth
3rd level (2 slots): aura of vitality, dispel magic
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Entangling Vines (4/Day). You cause grasping weeds and vines to sprout up from the ground around a Large or smaller creature you can see within 30 feet of yourself. Until the end of the creature’s next turn, its Speed is 0 and can’t increase. This effect ends early if the creature replaces one of its attacks with freeing itself.
Root Sense (4/Day). Roots growth from your feet. You gain Tremorsense within a range of 60 feet and you have Advantage on ability checks and saving throws against being moved against your will or to avoid the Prone condition. Those effects last for 10 minutes.
Previous Versions
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9/4/2026 10:29:29 PM
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9/4/2026 10:34:58 PM
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