Arcane Tradition: Horticulture When a wizard studies the arcane and also has an adept interest in botany, it is not uncommon for them to combine the two, communing with nature in order to show the true power of the ground they walk on. As a Horticulture wizard, you can speak with the spirits of dead plants that wish to be revived for a small bit. Bonus Cantrip Starting at 2nd level you know the Druidcraft cantrip and it does not go against your number of cantrips known. Plant Study When you choose this school at 2nd level, your knowledge of plants has opened up some druid spells for you that were previously unavailable, you also learn druidic. note while they are available, they are not automatically added into your spellbook. You also gain a Gardeners Pack which you have proficiency with, this includes fertilizer, plant seeds, a trowel, and a garden rake. this becomes your spellcasting focus. Druid Spells Level Spells 2nd Entangle 5th Plant Growth 7th Grasping Vine 11th Transport Between Plants Alraunes At 2nd level, you can summon spirits of dead plants. These are sentient beings that live in a clay pot you keep on your person, they can reside in the pot or crawl around on you, they always stay with you though. If your pot is broken or lost, you may perform a 1-hour ritual on a new clay pot you have obtained in order to replace it, you get your old alraunes back from this, no new ones. You choose what kind of Alraune you have when you obtain them, the clay pot can be used to sprout an alraune if needed. As an action, you can expend a spell slot to have these Alraunes sprout into their full plant form. These plants stats will all be 10, except for a signature main stat, which copies your Intelligence score. They have an HP equal to your Intelligence score+SpellSlot, you may not cast above 5th level. they share all your Proficiencies and saving throws, along with your initiative roll they remain active for 10 minutes unless dismissed. when you enter this tradition at 2nd level, you gain all 4 alraunes in the 2nd level column, and you gain 2 more each time, and can gain additional ones by finding them in an area with plants on a DC 15 investigation or nature check, upon finding you may spend an hour bonding with it, feeding them a treat will half the time, the treat is a 'no bake' cookie made from berries and sugar. you can make this with a DC 10 nature check or buy it from certain shops for 10 gold a bag(20 treats). You may only have 2 active at a time, this increases to 4 at level 4, and 6 at level 10. Unsprout Alraune Tiny Undead, neutral good Armor Class 14

14 Hit Points 114

114 Speed 20ft.(unless stated otherwise) STR DEX CON INT WIS CHA 10(+0) 12(+1) 14(+2) 18(+4) 18(+4) 15(+2) Condition Immunities poisoned

poisoned Vulnerabilities Fire

Fire Senses passive Perception 12

passive Perception 12 Languages Druidic

Druidic Challenge 5 (1,800 XP) Plant Buds This Alraune can speak and converse with plants. Though it might not relay information. Alraune are not minions, they have a mind of their own Hard to kill Alraunes in an unsprouted, spirit form are quite hard to kill. they are invulnerable to all melee damage, resistant to magic damage, except their weakness to radiant and fire damage. This of course changes once they sprout Good at stem Alraune will refuse to do anything that could be seen as wrong, such as be sprouted to steal something, lock pick, or attack an innocent person, or be asked to do this while in their small unsprouted form. Actions Inspire Plants A Unsprout Alraune may try to invigorate a Sprout Alraune if it is not doing well if it passes a DC 15 Char check, the sprout alraune receives advantage on its next attack if it attacks. About Alraunes Alraunes are the spirits of dead plants and come to a wizard when they have proven they can use such magic. If an alraune dies in its unsprouted form, it is gone and you must find it the way you would gain a new alraune. You may telepathically speak to your alraune, in order to attack a specific target, otherwise, it will attack the closest hostile enemy. Alraunes exist on this plane, they are tiny dimly glowing bipedal humanoids standing about 1/2 a foot in height, with a small version of their plant on their heads, they all will live inside 1 pot that you carry, these pots are special as they have special carrying straps, specific designs in order to make it yours, can be any size larger than a common flower pot. During a rest, they might just wander around your camp, play games with each other, sing, they're very social beings. YOU CAN NOT KILL A PLANT IN ORDER TO GAIN AN ALRAUNE, DOING THIS RESULTS IN ONE ALRAUNE LEAVING YOU.

Alraune Quirk Table Roll Quirk 1 They are often distracted while not grown, they stare at shiny objects or interesting sights 2 They love to float near the caster, they often climb onto the top of their hat or head to view. 3 When you are resting, they often venture in the immediate area to search for gifts the caster might like! 4 They are very shy, they stay inside the clay pot often, only really communicate with the caster, is scared of other Alraunes. 5 Will sing happy songs with other Alraune speaking in Druidic, the songs are often happy and almost danceable! if they aren't tone deaf that is... 6 Stoic, does not interact much, while still very curious. they have a blank expression while they stare at random objects, no one could know what they are thinking. Roll on this table or choose for how your alraune will act! Plant Understanding At level 6 you start to understand how plants communicate, your Alraunes teach you how to speak to plants of the plane you are from, while you can not understand them back, you may now speak to plants. you also gain advantage on any nature or history checks having to do with plants about the plane you are from. Overgrowth Your study in the Arcane and Horticulture allows you to strengthen your Alraunes. At 10th level, you may use a bonus action to add your Proficiency Bonus to all of a single Alarune Plant stats, along with HP and AC, along with gain a special ability based on the Alraune. you may only do this once a short rest. Photosynthesis The alraune teach you how plants heal themselves. at 14th level, while in Direct sunlight, you regain one hit die per short rest, and an additional hit die at level 18, and 20.

Alraunes 2nd Level Alraunes Cacto A 3ft cactus with 2 appendages appears and deals 1d6+STR Bludgeoning Damage to an enemy within 5ft. The main stat is Strength OVERGROWTH: deals 2d6+STR+Prof Berry 2ft A bush that grows berries that heal 2 for each berry eaten, grows 1+Wisdom Score berries. The main stat is wisdom. OVERGROWTH: heals 3+WIS+Prof Flower 1ft A viney flower with a large hibiscus flower at its top can shoot acid up to 20 ft dealing 1d8+DEX damage on hit. The main stat is Dexterity. OVERGROWTH: Flower can shoot up to 40 ft. HeartShroom 1/2ft A lovely small mushroom that gives off spores that smell like the smellers favorite scent. this gives the caster advantage on persuasion checks for the allowed time. If you sprout the alraune in the open it will be obvious what you are doing, otherwise, it just smells very good suddenly. The main stat is Charisma. OVERGROWTH: Charms a given target. 4th Level Alraunes Vines Can make a ladder up a wall without one, the wall must be near dirt or stone, something that plants can grow on. This can also be used horizontally, to create difficult terrain. The ladder can hold up to 400 pounds at a time, 5ft wide, if used as difficult terrain, then 5ft wide and 7ft long. The main stat is Constitution. OVERGROWTH: when used horizontally, makes thorny vines, dealing 3 damage per round a creature is in the thorns. WallNutte A 5ft by 5ft thin square that only lasts half a minute, and can be used as full cover, AC is casters Intelligence +Intellegince Modifier. The main stat is Constitution. OVERGROWTH: AC is 20+INT+Prof LightShroom A small mushroom that, when in darkness, gives off natural light. 10ft of bright light, then an additional 5ft of dim light. this light cannot penetrate magical darkness. The main stat is Constitution. OVERGROWTH: 40ft of bright light, and a 15ft cone of blinding light with a diameter of 3 feet coming from the very top of the mushroom, CON save to not be blinded if it is pointed directly into the eyes of a creature. Aloe This Alraune will sprout a 3ft Aloe plant when broken open will secrete a gel that can heal burns if put on a non-burned spot, grants fire resistance for 1d6 hours. The main stat is Wisdom. OVERGROWTH: increases time to 3d6 hours. Credit: sketchyfall_ 6th Level Alraunes Mandrake When grown, sprouts a fern in the ground. If the Mandrake can hear you may speak a command word, chosen by the wizard, will come out, and scream a deafening screech, have all creatures within 10 feet make a Con save (use spell save dc) on a fail, creatures take 2d10 Thunder damage, and only half of that on a successful save. The main stat is ConstitutionOVERGROWTH: removes the save, and deals straight 2d10 thunder damage. Rafflesia This Alraune is also known as the Corpse Alraune. This plant is 1/2 foot high and 3ft around. Unlike is a realistic counterpart, when triggered by a command word, of the casters choosing, produces a skeleton that pops out and screams. Have any hostile creatures that can see or hear this skeleton make a wisdom save, or else be frightened of the flower until its next turn. The main stat is Charisma. OVERGROWTH: the skeleton can move and chase a frightened creature, making it 3 turns of frightening before it realizes. it is a plant. Moss This alraune loves to grow on anything. You may throw this Alraune up to your strength score at an inanimate object in order to temporarily Strengthen its integrity, such as a door or a weak bridge. if you are to use this on an Allys armor, their AC will increase by 3. The main stat is Dexterity.OVERGROWTH: Increases AC by an additional 2 points, to a total of 5. 8th level Alraunes Lily Pad Can only be cast in water, you can not use this one in the clay pot. Makes a 7ft diameter Lily pad that is strong enough to carry 500 pounds. It can move only 5 ft around. The main stat is Strength. OVERGROWTH: the diameter increases to 10ft, and can carry an additional 200 pounds, and may also be used as a raft as it is not tied to a stem anymore.