Plant

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Habololy Plant Domain

Deities: Habastly,

Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Plant Domain Spells

  1. Obscuring Mist: Fog surrounds you.
  2. Gust of Wind: Blows away or knocks down smaller creatures.
  3. Wind Wall: Deflects arrows, smaller creatures, and gases.
  4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
  5. Control Winds: Change wind direction and speed.
  6. Wind Walk: Increases the hardness and hit points of materials [Dragonlance]
  7. Whirlwind: Cyclone deals damage and can pick up creatures.
  8. Mastery of the Sky: Cyclone deals damage and can pick up creatures.
  9. Elemental Swarm: Summons multiple elementals. (air only)


Astilan Plant Domain

Deities: Habastly,

Plant Domain Spells

Cleric Level Spell
1st [Entangle]
3rd [Barkskin]
5th [Plant Growth]
4th [Grasping Vine]
9th [Tree Stride]

Nature Acolyte At 1st level, you gain one of the following cantrips: Druidcraft, Shillelagh, or Thorn Whip.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Nature skill. If you already have proficiency in Nature, your bonus is doubled

Channel Divinity: Charm Plants

Starting at 2nd level, you can use your Channel Divinity to charm plants. As an action, you present your holy symbol and invoke the name of your deity. Each plant creature that can see you within 30 feet must make a Wisdom saving throw. Failure means it is charmed for 1 minute or until it takes damage. While charmed, it is friendly towards you and any creatures you designate.


Master of Elements

At 6th level, your ability to communication and connect with the elemental plane of air is such that if you conjure and elemental you do not need to maintain concentration on it. The spell lasts to its normal maximum duration or until you dismiss the elemental.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning or cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Flight

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. Modify message