Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Fire

You gain the ability to meld with trees. When you touch a living tree that is your size or larger, you can spend 5 feet of movement to meld with the tree. While melded, the tree becomes an awakened tree that obeys your commands. You are physically subsumed within the tree, allowing you to see through its senses and use its actions, and granting you total cover within it. You can use your class features while melded with the tree, and spells you cast while melded treat the tree as the spell's point of origin, not you.

You can use your action to emerge from the tree, ending the melding and returning the tree to normal. Exiting a tree that you're melded with in this way is mentally taxing, and you must succeed on a DC 10 Constitution saving throw or lose concentration on this spell when you do so. If the tree is reduced to 0 hit points with you are melded with it, it explodes in a burst of magical flame. All creatures within 10 feet of the tree must make a Dexterity saving throw, taking 4d6 fire damage on a failed save or half as much on a successful one. You automatically fail this save.

At Higher Levels:  When you cast this spell using a spell slot of 6th level or higher, you can choose to meld with a willing treant in addition to normal trees. While melded with a treant, your two consciousnesses work together to give you enhanced perception and reactivity. You have advantage on Wisdom (Perception) checks, Dexterity saving throws, and saving throws to avoid being stunned. Additionally, you gain an extra reaction that can only be used for opportunity attacks. If you use the Animate Trees action while melded with a treant, you can't use it again until you complete a long rest.

Available For: Druid Ranger Nature Domain Oath of the Ancients

JamesHaeck

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes