You are born with an amazing power: plant manipulation, which has many possibilities and allows you to protect those you care about.
Cursed Energy
Starting at 1st level, you can harness your negative feelings into a usable source of energy called cursed energy. These feelings can be harnessed into attacks or abilities. The amount of cursed energy you possess is based on your class; some classes use either Charisma or Wisdom as the modifier (the player’s choice).
Your Cursed Energy DC is 8 + your Cursed Energy modifier + your proficiency bonus.
Forests of Disaster
Beginning at 1st level, you have begun to understand the power of nature. You gain the ability to manipulate nature at will. You gain the following cursed techniques as well as Druidcraft:
- Binding Plants. As an action for 1 Cursed Energy, you can choose one target within 30 feet of you to be trapped by plants. The target must make a Strength saving throw. On a failure, it is restrained. It can make a Strength check to break free from the plants. On a success, it is free from the binds; on a failure, it remains stuck.
- Piercing Roots. As an action for 1 Cursed Energy, you can raise a bunch of roots from the ground to strike a target. You force all creatures in a 50-foot line to make a Dexterity saving throw. On a failure, they take 1d12 piercing damage; on a success, they take half as much damage. This damage increases to 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level.
- Wall of Roots. As a reaction for 1 Cursed Energy, you raise deep roots from the ground to defend yourself or your allies from attacks. When you or an ally is targeted by an attack, you can spring forth a wall of roots that is 10 feet tall and 5 feet wide, covering a 10-foot area around you. The wall has a number of hit points equal to your Cursed Energy modifier times your proficiency bonus.
Root Bundle
At 3rd level, you have learned how to create small wooden balls to launch at and pierce your opponents. As an action, you can create two wooden balls at the cost of 2 Cursed Energy. The wooden balls have a number of hit points equal to your Cursed Energy modifier, an Armor Class of 10 + your Cursed Energy modifier, and continue floating around you. As a bonus action, you can send one or more of your balls toward a target within 30 feet of you. Make a cursed energy attack roll. On a hit, the balls create large branches that pierce through the target, dealing 2d10 piercing damage. Immediately after they hit or miss, the balls disappear. You may also spend your bonus action to rise above one of the balls, gaining a flying speed equal to your walking speed while above it.
Flower Field
At 6th level, you can create a circle of flower petals that surrounds your opponents and removes their will to fight. As an action for 10 Cursed Energy, you create a 30-foot-radius circle at a point within 100 feet of yourself; all creatures within that circle must make a Wisdom saving throw. On a failure, their will to fight is completely drained as their mind enters a state of tranquility and happiness, and they are unable to take any kind of action that would help in battle for 1 minute. On a success, nothing happens. The state may be removed early if the target succeeds on a Wisdom saving throw at the beginning of its turn, is targeted by an attack, or is forced to make a saving throw. Any attacks against the creature in that state are made with advantage, and any saving throws the creature makes are made with disadvantage.
Cursed Buds
At 11th level, you have studied the true nature of your innate technique, creating a new type of plant that feeds on cursed energy. As an action for 8 Cursed Energy, you can create and launch a number of cursed buds equal to your Cursed Energy modifier toward one or more targets within 30 feet of you. Make a cursed energy attack roll for each bud; on a hit, the bud attaches to the creature. At the beginning of each of the creature’s turns, it loses a number of hit points equal to your Cursed Energy modifier. The creature can make a Strength check to remove the cursed bud; the bud is removed on a success. You may instead spend 10 Cursed Energy to create a Large tree that launches one cursed bud for each hostile creature within 30 feet of it. The tree lasts for 1 minute, launching more cursed buds at the beginning of your turns.
Domain Expansion: Shining Sea of Growing Branches
At 18th level, you have refined your innate technique to the maximum, learning your domain expansion. All creatures inside the domain are under the effect of Flower Field and take 2d4 necrotic damage, which you gain as Cursed Energy.