Mind Vine (5e Subclass)

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Mind Vine[edit]

Ranger Subclass


Vine Symbolistic Relationship[edit]

At 3rd level, you had encountered an invasive species of vine. It does not invade the ecosystem that it is not native to it. Instead it invades living creatures. Unlike a parasite, the vine desires to keep its host healthy and well. Choose one below on how your vine helps your survival:

Crown of Thorns and Flowers

Your vine grows on your head that mimics a crown or your hair. Spotted along the vines are sweet smelling tiny flowers. You can cast Friends cantrip whenever a creature gets close enough to smell your flowers.

Vine Armor

Your vines grow protectively around your torso. While wear no armor, your AC is 12 + your dexterity modifier. You can wield a shield and still gain this benefit.

Creeping Vines

Your vines creep up your arm. As a bonus action, you can cause part of your vines to detach and unwrap. This hanging vine can be used as a magical whip. You may use your spell casting instead of dexterity or strength for attacking and damage. It deals 1d4 magical slashing damage.

Stomach Wrap

Your vines wrap around your stomach. You are immune to poison when you ingest it as your vines absorb the poison from you. Additionally, you have advantage to saving throws to resist poisoned condition.

When you drink large amount of alcohol, your vines grow small berries. These berries are verry biter and contains 40% alcohol. If you eat these berries, you can get drunk as normal.

Natural Boots

Your vines create a natural set of shoes. You do not take damage from non-magical and magical plants. Additionally, you are unaffected by natural and magical difficult terrain.

Leafy Belt

Your vines grow around your waist and grow long leaves that mimics a skirt or pants. During a short rest, while you are in the sun, you may reroll any dice used for healing you. You must take the second result.

Vine Invasion[edit]

At 3rd level, you can cut a piece of your vine and implant it into someone else. As an action, you can wrap a piece of your vine to a willing, grappled. or restrained creature. The vine will automatically wrap itself to its new host. The vine will go over stages, each of them takes 1 hour. As long the host is in combat, below five hit points, or under any conditions, the growth is paused

Removing the Vine

The vine can be removed in many ways. If simply pulling the vine away, a simple strength saving throw vs a dc of 10 at stage 1 or 25 after stage 2. After stage 2, the removal process deals 1d10 slashing and 1d4 physic damage.

If the Blight is casted on the vine or the host, they both take the full damage as if both targets are plants. Afterward the vine withers up and dies.

If the host dies, the vine slowly dies over the period of 1 minute.

Any other method of removal will always leave the roots inside the host and allow the vines to regrow.

Stage 1 Attachment

The vine will slowly grow roots in the victim's flesh. The host will not feel it and the roots remain just below the skin to prevent harm to the host. At the end of the stage, the host takes 1d4 necrotic damage as the plant accentually hit the blood stream or minor organ. This damage is never lethal and this stage will not end if taking 4 necrotic damage kills the host.

Stage 2 Link

The vine carefully connects itself the nervous system of the host. If the host does not have a nervous system, the vine heals the host 1d4 hit points ands dies. Every 10 minute, the host makes a wisdom saving throw vs your spell save dc. On a fail, the vine has successfully linked up to the mind. The effected host is charmed to protect and keep this vine. Any normal methods of removing the charmed condition, will end the non-magical charm effect.

If the host pass all of their wisdom saving throws at this stage, the vine will forever be trapped at this stage until the host willingly reach out to the vine. As long this stage is stuck, the effected creature gains resistance to physic damage. Each time the host is charmed or under a spells that control the mind, the vine deals 1 non-lethal necrotic and 1 non-lethal physic damage and the host remake their saving throw. This effect repeats every 10 minutes as long the host is under the spell.

Stage 3 Relocation

The vine begin the read the mind of the host. It will relocate and change it self to the host's preferences. During this time the host can tell that the vine is trying its best to be a good "guest".

At the end of this stage, the host gain benefits of Vine Symbolistic Relationship depending on the permeant location of the vine.

Stage 4 Network

The vine mature enough to reach full maturity. At the start of this stage, he host takes 1d4 necrotic damage as the plant requires more nutrients to complete its life cycle. This damage is never lethal and this stage will not start if taking 4 necrotic damage kills the host.

The host gains the ability to telepathically communicate with you up to 30 ft away.

Mind Control[edit]

At 7th level, you can send telepathic messages to your vines to move their host. Whenever you take your attack action, you may forfeit one of your attack, to command on of your vines to make a single weapon attack to a creature of your choice within range of that weapon. These vines must be on a host, reached stage 4 and within 30 ft from you.

While host does not know the target of the attack, at any time, the host can use their reaction to resist your order. They make a strength, dexterity, intelligence, or wisdom saving throw vs your spell save dc. On a pass, that command is canceled.

Vine's Guidance[edit]

At 7th level, you use the combination of your wisdom, strength of the vine, and body of the host to make a best possible attack. Whenever, you use Mind Control, you can use your bonus action to give them an advantage to their attack roll.

Magical Sap[edit]

At 11th level, you can encourage your vines to reach its fifth stage: Magical Sap. After a long rest, you can expend a 3rd level spell, to infuse one of your vines with magic and making them reach to stage 5: magical sap. Three new features become possible at this stage.

Wisdom of the Vine

The host learns one cantrip of their choice that you know.

Enchanted Sap

Whenever you complete a long rest, you may store a 3rd or lower level ranger or druid spell into the vine. This process consumes a third level spell slot. The host can cast this spell at 3rd level once without using any spell slots.

Magic Flow

You can cast your cantrip through the host.

Vine Weapon[edit]

At 14th level, after long time in combat, you vine has adapted to be helpful in combat. As a bonus action, you can create an ammo or a throwing weapon out of your vine. Whenever you get a natural 20 on your vine weapons, the weapon deals an extra 1d4 necrotic damage as the roots sprout into the effected creature. The weapon becomes "part" of the creature, as the vine starts at stage 2 in Vine Invasion.

You can only have up to your wisdom modifier of vine weapons at a time. Whenever you miss when you shoot or throw your vine weapon and it lands on the fertile ground, it becomes a normal vine and grows naturally on the ground. If there is five or more vines in the same square, it becomes difficult terrain.

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