Base Class: Wizard
Halloween’s Influence
As a user of the Pumpkin Patch, you passively influence the world around you in subtle ways. These abilities, while not directly combat-focused, add a sense of magic to your environment.
- Pumpkin Growth: When you spend multiple days in one place (7 days), pumpkins begin to grow in the surrounding 100-foot radius. These pumpkins are harmless but give off a soft glow at night, adding to the atmosphere. The pumpkins disappear if you are more than 1 mile away for 24 hours.
- Haunting Candles: If you stay in a building for an extended period of time (4+ days), magical Halloween candles and other themed decorations begin to manifest around you. The candles light up and create a soft flickering glow, giving the room an eerie atmosphere. These candles disappear if you leave the area for more than 1 mile for over 24 hours.
- Environmental Influence: While the pumpkins and candles have no direct mechanical effects on creatures, they set the tone for the area, influencing the local populace's emotions or possibly triggering local legends of haunted houses and fields. The growing patch can also influence creatures’ perception, adding an aura of unsettling magic to the place. These objects also can’t be interacted with to cause any intentional or unintentional harmful effects or outcomes, they also can’t be removed from the area of Halloween’s Influence.
The Harvest Trickery Wizard draws their magic from a mysterious plane that no one has ever explored. This plane is described as an endless corn maze, a dimension where the laws of reality are warped. This world cannot be reached through traditional means, teleportation spells fail, and even the most powerful divination cannot reveal its true nature. It is said that only those with ancient knowledge of harvest magic can glimpse into this plane. Those who do speak of an eerie, unsettling feeling, as if the patch is alive, constantly shifting and changing.
The magic of the patch, however, persists in their studies, and through the manipulation of this harvest magic, they can conjure patches that they use to trick their enemies.
This dimension is filled with spirits of harvest, entities of trickery and deception who watch over the patch and control the flow of harvest magic. The wizards who draw from this plane gain their abilities in exchange for their connection to the spirits that inhabit it. Some say that the wizards are guided by the spirits themselves, while others claim that the wizards are unknowingly bound to the plane's whimsical and dangerous nature.
Pumpkin Patch
At 2nd level, you gain the ability to create a magical pumpkin patch, a hazardous area that grows from your connection to the harvest spirits. As an action, you can create a Pumpkin Patch in an unoccupied space within 30 feet. The patch has a base radius of 20 feet. The patch lasts for 1 minute and can be placed in either an outdoor or indoor area. While inside this patch, the following effects occur:
- Illusory Pumpkins: The patch grows pumpkins that exude magical energy. When a creature enters the patch or starts their turn inside it, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. If a creature leaves the patch for 1 full round, the frightened effect ends immediately, making them immune to this effect for 2 rounds.
- Twisting Vines: As a bonus action, you can cause the vines within the patch to reach out and entangle a creature. Choose a creature within the patch; it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature’s movement speed becomes 0 until the end of their next turn as the vines grab at their legs.
You can use this feature once per long rest.
Harvest’s Bounty
While inside your Pumpkin Patch, you can manipulate the environment to create illusions and control your enemies. As a bonus action, you can perform one of the following:
- Grow Pumpkins: You can cause larger magical pumpkins to sprout in your patch. Any creature that is frightened by the illusionary pumpkins within the patch sees large Jack-o'-lanterns rapidly grow on all sides of them and explode before disappearing. Each creature affected must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes 2d6 psychic damage as they experience overwhelming fear. On a success the creature takes half damage.
- Scarecrow's Vigil: You create an illusory scarecrow within the patch, which lasts for 1 minute. This scarecrow does not physically interact with creatures, but its haunting presence forces any creature within 5 feet of it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is compelled to attack the scarecrow with disadvantage on its next turn. If a creature succeeds on its attack against the scarecrow, it dissipates.
Once you use this feature, you must finish a long rest before you can use it again.
Heart of the Harvest
Your Pumpkin Patch grows more potent, and the patch now becomes an even greater weapon against your enemies. While inside the patch, you gain the following abilities:
- Enchanted Pumpkins: The pumpkins inside the patch are no longer just illusions. When a creature within the patch damages a pumpkin, it explodes in a burst of dazzling light. Each creature within 10 feet of the explosion must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, creatures take 3d6 radiant damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded.
- Scarecrow's Protection: When an ally within the patch takes damage, you can use your reaction to swap places with a scarecrow you’ve created, causing the scarecrow to take the damage instead. The scarecrow absorbs the damage, and the ally takes no damage. The scarecrow is destroyed if it absorbs damage equal to or greater than its maximum hit points.
You can use this feature once per long rest.
Pumpkin Patch Mastery
Your connection to the Pumpkin Patch becomes even stronger, and your patch grows in power. While inside your Pumpkin Patch, the following abilities apply:
- Frightful Harvest: Any creature that fails its saving throw against being frightened while within the patch now takes 2d6 psychic damage at the start of their turn. The frightened condition persists as long as the creature remains within the patch.
- Pumpkin's Blessing: If you end your turn within the patch, you gain temporary hit points equal to your Intelligence modifier (minimum of 1). These temporary hit points last for 1 minute or until depleted. You cannot gain temporary hit points from this ability if you already have them, and they do not stack.
Harvest’s Curse: While within the patch, any creature that attempts to heal within it (either magically or through other means) only receives half of the healing they would normally receive, rounded up.
The Harvest’s Grasp
At 14th level, you can invoke the full power of the Pumpkin Patch forcing a small part of the harvest plane to materialize, transforming it into a magical domain of trickery and fear. As an action, you can create the Harvest’s Grasp, a massive pumpkin patch with a radius of 60 feet. The patch lasts for 10 minutes, and while inside this area, the following effects occur:
- Endless Pumpkins: The pumpkins within the patch become even more deceptive and terrifying. Any creature that starts its turn within the patch must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
- Vines of the Harvest: Thick, magical vines spread through the patch, reaching out to ensnare any enemy within. Enemies within the patch must make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or have their movement reduced to 0 for 1 minute. A creature can repeat this save at the start of each of their turns ending it and being immune to the effect for 3 rounds on a success.
- Scarecrow's Command: A taunting scarecrow appears in the patch. Any creature that starts its turn within 20 feet of the scarecrow must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be compelled to attack the scarecrow on its next turn. The scarecrow does not take damage, but any attack directed at it is intercepted by it, redirecting half damage to the creature that attempted the attack.
Once you use this feature, you must complete a long rest before you can use it again.
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