By spending a bonus action after dealing damage with a melee attack, the archdruid can force her target to make a DC 22 Wisdom save or gain one of the following conditions for 1d4 rounds: blinded, deafened, poisoned, prone, or stunned. The archdruid is constantly under the effects of a speak with plants spell and can innately cast awaken without the need for components. Creatures summoned with Plant Conjurer remain for 1 hour before disappearing. By spending an action, she can summon 5 plant creatures of CR 10 or less instead, and by performing a 1 minute ritual, the archdruid can summon a plant creature of up to CR 20. By spending a bonus action, the archdruid can conjure up to 10 plant creatures of CR 4 that appear in unoccupied spaces within 100 feet. The archdruid’s weapon attacks are magical. If the archdruid fails a saving throw, she can choose to succeed instead. When the archdruid makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success she takes no damage and on a failure she takes half damage. For every day without exposure to sunlight, she accrues one level of exhaustion. The archdruid requires at least 10 minutes of sunlight each day in order to fuel her abilities. Languages Common, Deep Speech, Druidic, Elvish, Sylvan, Treant Skills Athletics +10, Insight +14, Nature +13, Perception +14ĭamage Resistances bludgeoning, piercing, slashingĬondition Immunities paralyzed, poisoned, prone
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |