Level
1st
Casting Time
Action
Range/Area
15 ft.
Components
None
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect

As an action the wearer can bring a rose /vines tattoo alive and can control it mentally.

 

The plant life counts as a weapon with 15 ft reach which does 3d6 bludgeoning damage.

 

As a bonus the wearer may choose to entangle the target in their plants. The target makes a Dexterity saving throw against the user's Constitution bonus + proficiency bonus + 8. On a failure, the target is grappled by the plant life.

target is prone until spell dispelled or break out. Wearer movement speed is halved. 

 

They may make an Acrobatic or athletic skill check each round against the wearer athletic skill to break free. On fail attempts target take extra 1d4 damage. 

 

The plant life can hold up to 10 - 20  pounds. This will increase by 5 pounds when they reach lvl 5, 11, and 17.

 

Wearers are immune to charm spells.

 

Wearers can use this ability 3 times before needing a long rest. 

 

Available For: Bard Cleric Druid Sorcerer

ZariyaTillman