Base Class: Druid
The Hist Trees of Black Marsh are thought to be the most ancient living things on the face of Tamriel, dating back to the early Merethic Era or even earlier. Little is known about them besides a strange and foreboding connection to Sithis the god of chaos, and their strange symbiotic relationship to the tribal natives of Black Marsh, the Saxhleel, or Argonians. Over the development of the reptilian race of humanoids, a mutual contract formed between the ancient all seeing trees and the Argonians. The Hist offer guidance, wisdom and strength to the Argonians of Black Marsh, and the Argonians protect trees. Over time this developed into a prospering tribal culture, and the Argonians now worship and are fiercely protective of the Hist. It is said that the Hist grant power to the most devote. Argonians who drink the sap of the Hist Tree gain abnormal strength, speed and agility. The Hist Trees are also known to telepathically communicate to the Argonians, and grant them magic.
Hist Rattle
Starting at 2nd level you can imbue any Druid Spell that you know up to 5th level into your Hist Rattle by performing a 1 hour ritual. The ritual requires a wet surface, a few drops of blood from any creature, Blisterwart, Creep Cluster, and any glowing insect. The rattle has one spell slot that is regained when performing a short rest, and the spell can be swapped out for any other 1st level spell you know by performing the ritual.
Wisdom of The Hist
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the Hist Tree you are most familiar with telepathically. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Starting at 3rd level you gain access to Circle Spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. You will gain 2 spells each at 3rd, 5th, 7th, and 9th level.
- At 3rd level you gain darkness and acid arrow
- At 5th level you gain water walk and stinking cloud
- At 7th level you gain freedom of movement and locate creature
- At 9th level you gain insect plague and scrying
Natural Alchemist
Starting at 6th level you can now identify the alchemical potential in any reagent or ingredient. By mixing two reagents with common effects you can brew potions and poisons. Making an alchemical concoction is a half hour process, and requires a successful survival check DC 13.
The strength of your potions will increase over time, starting at 1d6 at 6th level, increasing by 2d6 at 10th, and 14th level. For example brewing a Fortify Sneak potion will allow you to add 1d6 to the stealth check of the person who drinks it if brewed at 6th level, and 3d6 at 10th level, and 5d6 at 14th level.
Additionally you can roll an investigation check during any short or long rest to search for reagents in the surrounding area, finding ingredients appropriate to the landscape on a success, DC is DM's discretion. You gain advantage on the investigation roll if in a swamp.
Hist Infliction
Starting at 10th level you can force creature that is not immune to disease to succeed a constitution saving throw against your spell save DC, or fall under the effect of an disease or infliction chosen by you.
- Bone Break Fever: The victim becomes feeble and every movement is mildly painful. The creature now has disadvantage on strength and constitution saving throws and ability checks.
- Ataxia: The victim's skin loses color, and suffers from muscle stiffness, and joint pain. The creature now has disadvantage on all strength and dexterity saving throws and ability checks.
- Greenspore: The victim becomes irritable and is now prone to violent outbursts, may include mild dementia. The creature now has disadvantage on all charisma saving throws and ability checks.
- Witbane: The victim suffers from memory loss, confusion, and disorientation. The creature now has disadvantage on all intelligence and wisdom saving throws and ability checks.
Hist Guardian
Starting at 14th level you can now perform a 10 hour ritual requiring Hist Tree Sap, 10 Hist Tree leaves, and a 20 by 20 foot cube with a dirt floor, to plant a new Hist Tree. within 2 weeks you will have a Hist Sapling providing the following benefits.
- Every 2 days you can collect a small vial of Hist Sap. You can use the Hist Sap as an ingredient or as a consumable. Consuming the Hist Sap (as an Argonian) will grant you advantage on all Strength, Dexterity, and Wisdom saving throws and ability checks for 24 hours. Consuming the Hist Sap as a non Argonian however will grant the same benefits, but will make you prone to violent outbursts and fits of rage.
- Performing a 2 hour ritual within a 10 foot proximity of the Hist Tree you can grant the Blessing of The Hist to a non-Argonian. Allowing them to be immune to the negative effects of the Hist Sap but it only lasts for 12 hours.
- While the Hist Tree is alive and on the same plane as you, you have 8 + your constitution modifier temporary Hit Points. But in the event your Hist Tree dies or is destroyed you suffer a permanent loss of 8 - your constitution modifier temporary hit-points until you plant and grow another Hist Tree. This affect does not stack based on how many Hist Trees you have planted. In the event your Hist Tree is threatened or being attacked you will be telepathically notified.
- You will begin to receive visions foreseeing possible futures in your dreams.
Comments