Level
7th
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Creation (...)

After spending the casting time preparing the soil around a living sapling within range — mixing in the incense and powdered diamond and soaking its roots with the holy water — you channel primal forces into it, transforming it into a magnificent tree of life.

Once created, the tree of life uses the stat block below. While the tree lives, and you do nothing to harm it, treants and other non-evil plant creatures within range of the tree's Verdant Garden trait don’t regard you as hostile unless you harm them. Such creatures are immediately hostile to anyone that harms the tree for 3d10 days.

Regardless of the sapling's original size or species, it instantly grows into a Gargantuan magical tree.

A tree of life is a living conduit for magical life forces, drawing energy from the Feywild and Elemental Planes and exuding positive energy into its environment. It enriches its surroundings, revitalizing the soil in even the most blighted or cursed of places, and promoting vitality throughout the region it is planted in. They are planted to reclaim infertile land, ward a region against dark forces, or, for less scrupulous, to serve as a source of magical power or resources.

Tree of Life

Armor Class 16 (Natural Armor)

Hit Points 507 (26d20 + 234)

Speed 0 ft.

STR
30 (+10)
DEX
1 (-5)
CON
29 (+9)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)

Damage Resistances bludgeoning, piercing, poison

Damage Immunities radiant

Condition Immunities all

Senses passive perception 5

Languages —

Challenge 10 (5,900 XP) Proficiency Bonus +4

Aura of Life. The tree of life emits an aura of primal life that fills the area within 30 feet of it. Each creature in the aura that is not a construct or undead gains the following benefits:

  • The creature has advantage on death saving throws, and regains the maximum number of hit points possible from any healing.
  • The creature can't become diseased, has resistance to necrotic and poison damage, and has advantage on saving throws against being blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
  • If a creature begins a short or long rest in the aura and remains within it for the whole rest, it gains 1d4 + 4 temporary hit points for ever hour spent resting at the end of the rest (to a maximum of 8 hours).
  •  When a creature finishes a long rest in the aura, its exhaustion level, if any, is reduced by 2 instead of 1.

An undead creature that starts its turn in the aura takes 10 (3d6) radiant damage.

Divine Health. The tree of life is immune to disease.

Magic Resistance. The tree of life has advantage on saving throws against spells and other magical effects.

Primal Fruit. The tree of life produces 1d6 primal fruit each day at dawn.  Roll on the Primal Fruit Effects table in the Magical Phenomena section of Tasha's Cauldron of Everything to determine each fruit's effect.

Regeneration. The tree of life regains 10 hit points at the start of its turn. If it takes necrotic damage, this trait doesn’t function at the start of the tree of life's next turn. The tree of life dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Rooted. When the tree of life is subjected to an effect that would move it or knock it prone, it is neither moved nor knocked prone.

Sacred Tree. A cleric or druid that spends at least one hour in contact with a tree of life is granted the ability to cast a spell without expending a spell slot or material components.  Roll a d4 to determine the granted spell: 1 = augury, 2 = divination, 3 = heal, 4 = scrying.

A creature can't gain this benefit again until it finishes a long rest, and any unused spell granted by the tree of life vanishes when the creature finishes a long rest. 

Verdant Garden. The tree of life enriches the land in a 5-mile radius centered on itself. Blighted soil within range becomes fertile again after 2d6 days, and plants in the area grow vibrant and healthy, yielding twice the normal amount of food when harvested. In addition, every 2d6 days, at dawn, one random tree within the area awakens, becoming a treant. Treants created in this way are devoted to protecting the tree of life and the area of its verdant garden. The tree of life can have only eight treants awakened in this way at any one time.

Undead creatures in the area have disadvantage on attack rolls, ability checks, and saving throws.

* - (a flask of holy water and a mix of rare incense and powdered diamond worth at least 2,500 gp, all of which the spell consumes)

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2021 4:27:49 PM
3
1
1.0
Coming Soon
7/12/2022 10:27:27 PM
10
2
1.1
Coming Soon

Spell Tags: Creation Utility Environment Warding

Available For: Cleric (Legacy) Druid (Legacy)

Sam_Hain

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