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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Apr 2015

    Default Make sure to water your Oracle twice a day... (Oracle Plant Curse & Mystery)

    Oracle Curse: Vinetouched
    Somehow, plants or vines have become a part of you, growing directly from your flesh. This is good and bad in many ways.

    Downsides: You gain a weakness to fire damage, suffering an extra 10% damage from any fire effect; this is always rounded up to the nearest whole hit point. Additionally, you clearly have plants growing out of you, as vines and leaves sprout from your skin. This is off-putting, giving you a -4 penalty to Charisma based checks.

    Benefits: You can sustain yourself on sunlight. By spending one hour a day in direct contact to the earth and in natural sunlight (a daylight spell counts), you do not need to eat for that day, as your body draws nutrients from the earth and sunlight.

    At 5th level, the vines growing on you can grow more than just leaves. Flowers sprout from your vines, reducing the penalty to Charisma based checks to -2. Additionally, add Goodberry to your list of spells known; you do not need to have the berries for the spell to cast it, as they grow from you upon casting.

    At 10th level, while in sunlight, you can gain fast healing for a number of rounds per day equal to 3 + your Charisma modifier; these rounds do not need to be consecutive, but must be spent in whole round increments. The amount of fast healing granted is equal to your Constitution modifier (minimum 1).

    At 15th level, your link with plants is complete. You gain a permanent speak with plants effect (as the spell of the same name), and may choose to learn any plant-based spell off the Druid spell list in place of a regular spell known.

    Plant Mystery
    Class Skills: An Oracle with this mystery adds Knowledge (Nature) (Int) and Survival (Wis) to his list of class skills.

    Spells: Detect Animals or Plants (plants only) (2nd), Greensight (4th), Lilly Pad Stride (6th), Grove of Respite (8th), Tree Stride (10th), Ironwood (12th), Transmute Metal to Wood (14th), Control Plants (16th), Shambler (18th)

    An Oracle with this Mystery may not select any inflict spells, either by learning them individually or when selecting to cast all Cure or Inflict spells.

    Revelations:
    Healing Spores: As a standard action on your turn, you may create a cloud of spores in a burst around you. This cloud fills an area equal to 10 feet plus another 5 feet for every two Oracle levels you possess. All living creatures and plants within this area gain fast healing equal to ½ your class level for a number of rounds equal to your Charisma modifier (minimum 1). You may use this ability a number of times per day equal to 3 + ½ your class level.

    Sapping Root: A number of times per day equal to 3 + your Charisma modifier, you may make a ranged touch attack as a standard action against one foe within close range. Upon a successful attack, your foe must attempt a Fortitude save (DC 10 + ½ class level + Charisma modifier); on a successful save, nothing happens, but on a failed save he is seeded, roots quickly dig in, and he begins taking 1d6 + 1 per two class levels damage per round at the end of your turn, for a number of rounds equal to ½ your class level. Somewhere on the target, a small fruit grows on him, and at the end of the duration, the fruit falls to the ground. Any creature that retrieves and eats the fruit recovers health equal to half the damage dealt. This plant may be pulled off at any time during the duration of the attack as a full round action by another creature. Doing so does 2d6 damage to the creature being sapped as the roots are torn free; this 2d6 is not added to the total damage dealt for the purpose of how much the resulting fruit heals.

    Cloak of Leaves: A number of minutes per day equal to your Oracle level, you may grow a cloak made of foliage from yourself, which matches the local foliage in whatever climate you are currently in. Growing the cloak is a move action that does not provoke an attack of opportunity. You need not use the full duration of the cloak consecutively, but it must be spent in one minute increments. While the cloak is active, you are considered to have partial concealment. Additionally, foes trying to perceive you suffer a penalty on their Perception checks equal to ½ your class level.

    Growth: Your size category is treated as one category larger whenever doing so would be beneficial for you, as your limbs and body grow and become more plant-like. Upon reaching 11th level, for a number of minutes per day equal to your class level, your size actually increases one category; you still are treated as one category larger when it would be beneficial to you. This duration need not be used all at once, but must be spent in one minute increments.

    Thick Blood: Your blood gains the consistency of thick tree sap, granting you immunity to bleed effects, and automatically stabilizing you if your hit points drop below 0. Additionally, starting at 7th level you need to be dealt negative hit point damage equal to twice your Constitution score to kill you.

    Healing Nectar: Whenever you make a Heal check on someone, your body exudes a few drops of a plant-like nectar that acts as a natural medicine. Any creature that receives long-term care from you heals an additional number of hit points equal to ½ your class level, and heals an additional point of ability damage. You also gain a +2 bonus on all Heal checks. You may additionally provide long term care for yourself using this ability.

    Bark Armor: You can harden your skin like toughened bark for a number of hours per day equal to your class level. These hours need not be consecutive, but they must be spent in one hour increments. While hardened this way, you gain a +4 natural armor bonus to your AC, or your current natural armor increase by +4. At 7th level, and every 7 levels thereafter, this bonus increases by +2.

    Plant Familiar: You grow a seed from your flesh, and upon planting it, it will grow over the course of one week into a leshy of your choice, which you gain as a familiar. This is a standard leshy in all ways, save that it progresses as a familiar as you level up; use the progression table for Wizard familiars to determine its stats. Should your leshy die, a new leshy seed will sprout from your body 2d4 days later. You choose which type of leshy you will gain as a familiar when you take this revelation, and once made, this decision cannot be changed.

    Plant Form: You gain the ability to Wild Shape as a Druid of your level, but you may only use this ability to take on the forms of plant creatures, as detailed under the Wild Shape entry in the Druid class. You may do this a number of times per day as a Druid of your level could. You may not take this revelation until 9th level.

    Vine Limbs: Your limbs become more vine-like, allowing you to grab foes better. You gain a bonus to your CMB when grappling equal to ½ your class level. You also gain this bonus to your checks to escape a grapple, and to cast spells while grappled or grappling.

    Final Revelation:
    You are finally one with plants. Your type changes to Plant, conferring all the normal benefits and penalties of that type. Additionally, your body sprouts a seed that lies dormant so long as you live. If you are ever killed, your body grows anew from the seed over the next 1d4 days, and you awaken as if effected by the spell Resurrection, but suffering no level loss or ability score drain; this new body immediately sprouts a new seed as well. Additionally, your seed counts as part of your body for any effect that requires you to affect, such as Resurrection or any spell with a range of touch. Your seed can be destroyed, but you suffer no ill effects if it is, and your body will grow a new one in 1d4 hours.

  2. - Top - End - #2
    Pixie in the Playground
    Join Date
    Mar 2015
    Gender
    Male

    Default Re: Make sure to water your Oracle twice a day... (Oracle Plant Curse & Mystery)

    Yes, please. I always like seeing plant based items, be they classes or what-not, so this is really cool to see. And, at first quick glance looks fairly balanced.
    Homebrew
    RacesFeatsPrestige ClassesMagic Items

  3. - Top - End - #3
    Pixie in the Playground
    Join Date
    Apr 2015

    Default Re: Make sure to water your Oracle twice a day... (Oracle Plant Curse & Mystery)

    Thanks for the input! A buddy wanted to play a plant-based Oracle, so I made these for him. We'll see how they work once the game starts. Should be interesting: he's also taking my Vow of Poverty remake.

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