Treemancy

Elementalism - Botanamancy Ability The ability to control and manipulate living Trees and their parts.

Plant Life - Elementalism

XP Cost: 1   Prerequisites: Botanamancy

Action Type(s) Motion, Action, Spell Attack
ARP Cost 1 (Motions Excluded)
Range 10 Meters
Area 4 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You can control and manipulate living, hard, woody Plants, such as Trees, as well as their Branch and Root Structures.

Using a Motion: You can cause a woody tree or its parts within Range to grow thorns, increase leaf growth, drop all of its leaves, produce flowers and/or fruit, secrete sticky sap or grow up to 3 meters in length. Manipulating the same tree in this fashion more than 5 times in a 24 hour period will cause the tree to wither and die soon after the exertion.

Woodflow: Using an Action, you can cause a 4 meter area of a tree or its parts within 10 meters of you to move, reshape or animate as you see fit.

Lumberious Attacks: Target any creature within Range within 4 Meters of a Tree or its Parts. Make a Ranged Spell Attack with +2 to Hit, Creatures hit by are dealt 3d6 + Caster Modifier Blunt Damage.

Woody Restraints: Target any creatures within Range within 4 Meters of a Tree or or its Parts. Creatures targeted must Roll DEX Saving Throw, the DC is equal to the Caster’s Spell Save DC + 2.

Creatures who Fail are Grappled until they Break the Grapple or the Woody Restraints are destroyed.

Creatures that Pass are unaffected.

Sustain: Sustaining this Ability allows the animated tree or its parts to persist until this ability is no longer being sustained.

Overpower: The Caster can spend an additional ARP to overpower this Ability and Increase the Range of this Ability by 2 Meters,

Or Increase the Area of this Ability by 2 Meters,

Or add 1d6 Blunt Damage to this ability’s Attack option,

Or add 2 to the DC for this ability’s Restrain option.