Alraune Tamer A boy summons a powerful cactus that slams a foe into defeat, only to be surrounded by more bandits, His cactus suddenly grows and start to fight back. A tiefling in the woods runs from a wolf, the wolf loses track of her only to see vegetation, the wolf leaves and the tiefling later emerges from her friendly hiding place. Alraune tamers are masters of the arcane life held inside plant life, befriending spirits of the undead vegetation that once grew proudly around them. What are Alraunes? Alraunes are spirits of undead plants, befriended by those with the knowledge and power to wield their power. Alraunes can be very mischevious, pulling small pranks on their owners, These creatures made of rock and plant matter, vaguely humanoid bodies and 3 holes where a face would be. They love to live in small spaces, such as a pot, a birdhouse, anywhere they can fit they love to hide in. They never stray far from the owner though, as they hold a strong bond to them. Alraune Tamer Alraunes were once plants in life, and upon a natural death, the soul of the plant compresses into a sprite-like creature, roaming forests, swamps, sometimes even small towns if they have enough vegetation around. They are drawn to strong magical presences, which is why they partner with Alraune mages, the power to control these is not an easy one. Alraunes are not fully content with their current state, with the power of Alraune mages they can temporarily become a better form to help the owner in return for this thrill that was not granted previously in life. Green thumb Alraune Tamers typically have some sort of connection to a forest or other vegetated area, like an abandoned building covered in vines, an old overgrown temple. Alraune tamers have lived near nature and discover the small friends that are Alraunes. Flowers credit Credit: Jill Robertson

Alraune Tamer Level Proficiency Bonus Features Alraune Number Active Alraunes 1st +2 Alraune Caster,Overgrowth 4 2 2nd +2 Alraune Specialty 4 2 3rd +2 — 5 2 4th +2 Ability Score Improvement 5 3 5th +3 ─ 6 3 6th +3 Ability Score Improvement 6 3 7th +3 Ancient Secrets, Alraune Specialty feature 7 3 8th +3 Ability Score Improvements 7 3 9th +4 Natural Travel 8 4 10th +4 Alraune Specialty Feature 8 4 11th +4 ─ 9 4 12th +4 Ability Score Improvement 9 4 13th +5 — 10 4 14th +5 Ability Score Improvement 10 5 15th +5 Natural travel use 11 5 16th +5 Ability Score Improvement 11 5 17th +6 Alraune Specialty feature 12 5 18th +6 ─ 12 6 19th +6 Ability Score Improvement 13 6 20th +6 Alraune Specialty Feature 14 6 Class Features As an Alraune Tamer, you gain the following class features Hit Points Hit Dice: 1d8 per Alraune tamer level

1d8 per Alraune tamer level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Alraune tamer level after 1st Proficiencies Armor: Leather

Leather Weapons: Simple weapons, shortswords, and hand crossbows

Simple weapons, shortswords, and hand crossbows Tools: Herbalism kit, Caligrapher supplies, one gaming set of your choice

Herbalism kit, Caligrapher supplies, one gaming set of your choice Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, Nature, Persuasion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:

Choose two from Arcana, Nature, Persuasion, and Survival You start with the following equipment, in addition to the equipment granted by your background: (a) any simple weapon or (b) A shortsword

(a) A short bow and 20 arrows, or (b) a hand crossbow and 20 bolts

(a) Leather Armor

(a) A Herbalism kit, and Caligrapher supplies or (b) One gaming set of your choice, and 2 daggers

(a) Scholars back or (b) a diplomats pack Multiclassing You must have an Intelligence score equal to 13 to multiclass into Alraune Tamer.

Alraune Summoner You gain the trust of Alraunes, you start with 4 Alraunes, and the table shows how many alraunes you may have at later levels. As a bonus action, you may summon an Alraune into a Sprouted form, this changes the alraune into a physical plant, with additional abilities, a list of these is available at the end of the class description. An Alraune has, When sprouted, an HP and AC equal to 13+your Intelligence modifier. They also share your proficiencies, and initiative with you. If an alraune dies in sprouted form, they retreat to you in unsprouted form. you may summon them in a range of a 30ft sphere. Upon summoning an Alraune, if it has any active abilities such at attacking or healing, you must spend an action to do so. You also have a Alraune Power DC which is calculated by 8+your intelligence modifier+your profiency bonus. Overgrowth At 1st level, you gain the ability to push the power in your alraunes. As a bonus action, you can boost a sprouted alraune. You may do so times equal to your Proficiency bonus per short rest. Doing so grants an additional ability to the chosen alraune, which is listed at the end of the Alraune description. Alraune Specialty At 2nd level, you focus on a certain type of Alraune to focus on, there are 4 kinds. Medical, Offensive, Scientific, and Bouquet. These focuses will give you features and a Trademark Alraune based on your option. You gain these features at 2nd, 7th,10th, and 17th level. Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. you may do so again at 8th, 12th, 16th, and 19th level.l As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Ancient Secrets At 7th level, The Alraunes trust and respect you much more now, they teach you more secrets of nature. You now gain the ability to speak with plants, with them being able to reply telepathically. Natural Travel The alraune share how they travel through forests magically, At 9th level, you may cast Travel via Plants once without using material components, and you gain a second use at level 15.

Alraune Specialties The 3 branches of Alraune research, you choose which one you follow at 2nd level. Medical Alraune mages of this branch study the healing properties of alraunes, being able to quickly and effectively heal their companions with their magical companions. Bonus Proficiencies When you take this branch at 2nd level, you gain proficiency in Medicine and Investigation. You also gain the spell Cure Wounds, Intelligence is your spellcasting ability for this spell. Trademark Alraune The alraunes have brought you an additional Alraune, known as Berry, an Alraune who is very bubbly in personality and has great healing properties. When you sprout this Alraune, it forms into a berry bush with 1d6 berries, a friendly creature may eat a berry as an action, or just take one as a bonus action. A berry heals for 1d6+your intelligence modifier. The die increases to 1d8 at 4th level, and 1d12 at 6th level. Using Overgrowth adds additional healing die Alraune. The amount of berries summoned increases to 1d8 at 7th level, and 1d12 at 10th level. This alraune has a cooldown of twice a short rest. Healing expert At 7th level, whenever you heal someone with a spell, alraune, or a healing kit, and the health surpasses the targets Maximum HP, they gain temporary HP equal to the amount past the maximum HP. Harmless At 10th level you learn how to alter the power used to summon alraunes for a small bit, you may choose one Alraune to sprout that deals damage, you may have it instead heal when it summons, it will heal for half of the damage it deals. for example, Cacto will have thorns which instead inject healing serum, Flower will have a healing potion spit. They will heal for the damage they are able to deal. Tamer Medic At 17th level, the alraune have taught you their healing ways. You now have the ability to heal magically. You have a health die pool of 6d6, and as an action, you may touch a wounded creature to heal them up to the number of die left in your pool. You regain 3d6 to your health pool once a short rest and 6d6 every long rest. The pool can not go above 6d6 Grove for the Weary At 20th level you increse your summoning powers. during a short rest you may summon a grove that grows in a 10ft sphere, anything withen the grove may rest. If a player chooses to use a hit die to heal, they will add your intelligence modifier for every die they roll. For example if a player roll 2 hit die and the alraune tamer has an intelligence score of 19, the player regains an additional 8 health. Every condition such as stunned and unconcious is cured withen the grove. Petrification can not be healed this way. Credit: Me, u/himothebard (SeaSlugArtist)

Offensive These alraune mages learned how to protect and attack with alraunes, being a defender of the forest and people, or a ruthless criminal armed with mischevious and corrupt Alraunes. This branch knows how to pack a punch, as well as summon a punch. Bonus Proficiencies You gain proficiency in Athletics and Martial Weapons. Trademark Alraune at 2nd level, your Alraune likes to fight, and they know just the alraune for you. You gain the trust of Durian, an Alraune with spikes on its head and a rude attitude. When you sprout this Alraune, It forms into a 3ft tall tree with durians sprouted into it. On its turn, this tree will throw a Durian at the nearest hostile creature dealing 1d6+yout intelligence modifier bludgeoning damage. The Durian tree makes its attack roll, using dexterity modifier and your proficiency bonus to add to its roll. Using Overgrowth will allow it to throw 2 Durians at once. This alraune has a cooldown of once a short rest. Extra Attack at 7th level, you or your Alraune may attack twice instead of once whenever one of you takes the attack action on your turn. however only one of you may do this. Harmful At 10th level, Your Alraunes can now deal an additional 1d4 damage on top of the damage it does currently, you may do this twice a short rest. Durian Form At 17th level, you and Durian have grown very close to each other, so close in fact. You may now temporarily fuse with Durian as an action. Once a long rest, you gain spikes all over your body that add 1d6 piercing damage to your unarmed strikes, you are also able to shoot durians that grow from your body, make a ranged attack roll, on a hit the target takes 1d6 bludgeoning damage Thorn garden At 20th level, you can summon a 10ft circle of thorny vines on the ground, this becomes rough terrain. Any hostile creature that enters this terrain must make a Dexterity savin throw combated by your Alraune Power DC, or be lashed by a thorny whip taking 2d10 Poison damage. Scientific This branch of Alraune mages focus on the utility and stimulating properties of Alraunes, how they can be used in our day to day life, and how they can solve problems. Bonus cantrips You gain the mending and mage hand cantrips if you don't already have them. Intelligence is your ability for these cantrips. Trademark Alraune Your Alraunes want to help you out daily as well! You are trusted by the Vines alraune. This Alraune, when sprouted, will grow into either a series of vines or a single vine. This vine can be used to wrap something temporarily or use several vines to form a ladder. , the Overgrowth feature will allow it to grow thorns, and become difficult terrain for hostile creatures, dealing 1d4 piercing damage to any hostile creature while they move to throw the vine path. This alraune has a cooldown of 4 times a short rest. Perfect Form You study how the alraunes work and how to improve upon them, making them very effective. at 7th level, you can use an action to have an Alraunes roll do the maximum amount for 2 rounds. You can do this 2 times, regaining all uses upon completing a long rest. Modifications Through your studies, you now understand Alraune anatomy and physiology. At 10th level, as an action you can do one of the following to your alraune: Switch damage types with another alraune for one minute

Combine: You merge two together, combining the abilities of both for one minute. for example, Walnut and Flower would make a barrier that shoots acid while you hide behind it. You choose how they combine, at the DM's discretion, be creative! Geometrical Growth At 17th level, you are able to create a 10ft wide pentagon around you, as an action you may summon 5 Alraunes at once, one being on each corner. You may only do this once a long rest. To a science At 20th level, your study of Alraunes has had you find a breakthrough. Now you may spend a bonus action to pull up information on one of your alraunes, on your next turn, you may summon an overgrowthed version of that Alraune without using one of your uses. You may do this once a short rest.

Bouquet These Alraune tamers really put on some charm, show off and love to be the center of attention, no matter the cost. Bonus Profiencies When you choose this subclass at 2nd level, you gain profiency in Performance , Perssuasion and as well as one Musical Instrument of your choice. Trademark Alraune At 2nd level, you gain the trust of the Stargazer Alraune, a purple flower Alraune which loves to show off. When you summon this Alraune, it grows around your arms with many flowers budding, it casts an affect around you that resembles Dancing Lights. In addition, any hostile creatures that can see you must make a wisdom saving throw against your Alraune Power DC. on a failed save the creature is Charmed by you and is no longer hostile for 10 minutes. after these 10 minutes the creature knows that you had done this, and is again hostile. Cooldown: 5 times a short rest Perfume You study how Alraunes smell and give off vibes, you learn to use these vibes! At 7th level, you may now radiate a certain perfume using Stargazer. The scent will determine the effect, which effects up to 3 friendly creature within 20ft, for 5 minutes. You can also choose to have a negative affect happen, targetting 3 hostile creatures: Lavander : Gives advantage on Wisdom Saving throws. Negating will grant disadvantage

: Gives advantage on Wisdom Saving throws. Negating will grant disadvantage Rose : Gives Advantage on Charisma Skill checks. Negating will grant Disadvantage.

: Gives Advantage on Charisma Skill checks. Negating will grant Disadvantage. Sandal Wood : Grants +1 to AC. Negating will grant -1 AC

: Grants +1 to AC. Negating will grant -1 AC Jasmine: Grants temporary 5 HP. does not come back after depleated. Negating gives advantage against hitting all targetted creatures Petal Dance At 10th level, you learn a dance that will envigorate youre allies!! you perform a 1 minute dance, you must have 2 alraunes active for this to work. The alraunes summoned dance with you, up to 4 friendly creatures gain advantage against hitting targets while you dance. While dancing, you can not take any other actions, except one action to stop dancing. Enhanced Alraunes At 17th level, You may summon 2 Alraunes at the same time, given those 2 alraunes can not cause damage. Potpurri At 20th level, you can make a scent that shall envirgorate someone to the brim. Choose one friendly creature and choose one ability score, Stargazer forms on that charcter, but only will grant +4 to that ability score for the next minute. However after this minute, the score becomes 3 until the next short rest.

Alraunes Here is the list of Alraunes in sprouted form. A sprouted Alraune has a speed of 0 unless otherwise stated. and for game purposes, they count as both Plant and Undead. You use your intelligence modifier for any attack die for the Alraune. Any Alraune that produces a fruit, bean, or other detachable edible item may only last for one minute when not on the plant. When you use an Alraune ability, roll 1d6, on a 5 or 6, you may reuse the Alraune the next round. otherwise you must wait 2 rounds before using this alraunes ability again. Aloe Prerequisite: 5th level Alraune Tamer This Alraune forms a 1/2 foot tall Aloe plant, which can be used to heal burns. as well as heal other wounds. This gel heals for 1d8+ your Intelligence modifier,On top of this, you ignore fire damage for the next hour. This alraune has a +3 to wisdom saving throws and +2 to Intelligence saving throws. Overgrowth changes the healing die to 1d12. Cooldown: once a short rest Apple of Death Prerequisite: 7th level Alraune Tamer This little apple is highly toxic, the 3ft tree it is summoned from isn't any better. Any creature that comes into physical contact with this tree will be dealt 1d6 poison damage on a failed Constitution save against your Alraune Power DC. Eating the apple will put the consumer under the Poisoned condition after a failed saving throw, using the same DC as before. Overgrowth Allows the tree the ability to throw apples at a target, dealing 1d6 bludgeoning damage. Cooldown: once a long rest Bell Flower This alraune forms a bouquet of Bellflowers or campanulas. As an action these bells will play a harmonious song, giving a single friendly creature that can hear gain a 1d4 that can be used to increase the roll of any saving throw, attack, or ability check. . This creature has +3 in wisdom saving throws and +2 in charisma saving throws. Overgrowth allows for up to 4 friendly creatures to be in the effects of bardic inspiration(1d6) instead of the bless spell. The die increases to 1d6 at 3rd level, 1d8 at 5th level, and 1d10 at 7th level. Cooldown: 3 times a short rest Bleeding Heart Prerequisite: Offensive Alraune study This Alraune makes a large heart-shaped flower, growing to 3ft, the single bud blossoms into a Bleeding Heart flower. As an action, this Alraune can swing an appendage coming from the open heart petals, dealing 1d8 Bludgeoning damage, as well every creature within 5ft take 1d4 damage for 1d8 rounds after a failed constitution save against your Alraune Power DC, Creatures who failed may make another saving throw at the end of their turn. This Alraune has +3 in Strength saving throws, and +1 in wisdom saving throws. Overgrowth increases the damage die to 2d4. Cooldown: twice a short rest Bush This Alraune forms a 5ft spherical bush, which you can use to hide in. This Alraune lasts for 10 minutes or until dismissed. You can use this Bush as full cover, and you have advantage on stealth checks if you use this Alraune in a forest or other heavily vegetated area. This Alraune has +3 in dexterity saving throws and a +2 in wisdom saving throws. Overgrowth on this Alraune will make it able to hide 4 creatures under it. Cooldown: twice a short rest Cacto A cactus Alraune that sprouts a thick cactus standing at 2 feet, with 2 very opposable appendages. On its turn the cactus will hit the closest hostile creature with an appendage, dealing 1d6+You Intelligence modifier bludgeoning or piercing damage. This Alraune has +4 in Strength saving throws and +2 in Wisdom saving throws. Using Overgrowth on this alraune will give it an extra attack. Cooldown: 4 times a short rest Cherry bomb Prerequisite: 5th level Alraune Tamer This Alraune forms into a Cherry tree, don't eat these though. These 6 Cherrys can be thrown up to 20 feet, upon impact every creature within 10 ft of the explosion must make a Dexterity saving throw against your Alraune Power DC, or be dealt 1d12 Bludgeoning damage. Using overgrowth extended the throw range to 30 feet and deals an additional 1d10 Bludgeoning damage. cooldown: once a long rest Coffee Bean Prerequisite: 7th level Alraune Tamer This Alraune sprouts a small coffee plant with 5 beans, standing at 1ft. As an action, Anyone can eat a bean and gain advantage on all dexterity checks and saving throws, as well as temporary HP equal to the consumers Constitution modifier, unless if it's negative, for one minute. Overgrowth will allow the Alraune to grow an additional 5 beans. these effects do not stack. Cooldown: once a long rest

Cucamelon Prerequisite: 13th level Alraune Tamer This Alraune sprouts 2 barrel-sized melons, covered in spikes. you can roll this at an enemy along with the sprouting. the enemy must make a Strength saving throw against your Alraune Power DC, on a failed save they are knocked prone and take 3d12 bludgeoning damage, and half as much on a successful one. if the melon hits a wall, it explodes and the fruit can be used to heal for 2d6 health. Overgrowth changes the damage done to 5d12, and it can heal for 4d6. *Cooldown: twice a short rest Dandelion Prerequisite: 5th level Alraune Tamer Produces a white dandelion plant, on a command word it's 20 out of the 100 spores fly off and bite down onto a target, these spores have sharp teeth that clamp down onto a target. when all 100 are gone the plant will be dismissed. The target must make a Dexterity saving throw against your Alraune Power DC or take 1d12 piercing damage. can easily be removed with a DC 6 Strength check. or with fire. Overgrowth deals 1d12 piercing damage each round, if they are still attached. Cooldown: twice a short rest Deadly Nightshade This 2ft Alraune produces 1d6 small blackberries, which are highly toxic dealing 2d8 poison damage when a creature first eats this, and then an additional 2d4 poison damage over 3 rounds. The berries can be turned into a potent poison as well. Overgrowth will add, along with the initial damage, the consumer automatically gains a failed death save which goes into effect next time they fall to 0 hp. Cooldown: once a long rest Dragon Lily This Alraune forms a dragon lily, growing to 2ft tall. When you sprout this Alraune, choose a damage type from the Dragonborn heritage table. As an action, this creature will shoot the chosen damage type at the nearest hostile creature, which will make a dexterity saving throw or take 1d6+your intelligence score of the chosen type. it will do this 3 times before disappearing. This Alraunes has +3 in dexterity saving throws and +1 in wisdom saving throws. Overgrowth allows this alraune to grow an additional flower, which shares a turn with the first and can deal different damage than the first. Cooldown: 3 times a long rest Ghost flower This alraune sprouts small white flowers which resemble a Bed sheet ghost. Upon summoning, choose one creature you can see, and that is able to see you. Have it make a wisdom saving throw against your Alraune Power DC , or otherwise it is Frightend. The creature may reroll the saving throw at the end of its turn. Overgrowth adds 1d6 Psychic damage to the failed save. Cooldown: twice a short rest Heart-Shroom Prerequisite: 5th level Alraune Tamer A mushroom Alraune with heart patterns across it, standing at 2 feet tall. This alraune releases spores which improve someone's mood, as a bonus action, have a creature of your choice make a charisma save against your Alraune Power DC, on a failed save the creatures calms down, as if under the effects of Calm Emotions. It has a +4 in Charisma saving throws and +2 in wisdom saving throws. Overgrowth makes the target make the save with disadvantage. Cooldown: twice a short rest Hibuscus A viney flower Alraune, standing at 2 1/2 feet tall, representing a Hibiscus flower. This Alraune on its turn can shoot up to 30ft, a line of acid, which deals 2d4+your Intelligence modifier on a hit. This creature has +3 in wisdom saving throws and +1 in Charisma saving throws. Overgrowth will extend its range to 50ft and increase the damage die to 3d4. Cooldown: 3 times a short rest HorseRadish Prerequisite: 13th level Alraune Tamer The alraune forms a horse shaped plant made of horseradish root, and may support 2 medium sized creatues. This Alraune acts much like a Horse and has a speed of 60ft, this Alraune lasts for one hour. Overgrowth: Elephantradish, forms an elephant shaped plant that may support up to 6 medium sized creatures. Hysteria Tree Prerequite: 11th level A black wood tree with winding branches standing at 7ft tall, decorated with red vine like flowers handing off the branches. Anything within 10ft of this tree must make a Charisma Saving throw against your Alraune Power DC or be Frightend by the tree. A creature may repeat this saving throw at the end of its turn. Overgrowth will transform this tree into a Wisteria tree, keeping the previous saving throws. Cooldown: 3 times a short rest Irminsul Prerequisite: 20th level Alraune Tamer A child of Yggdrasil themself, this alraune sprouted will produce a large dark grey tree that is 10ft high with rainbow-like leaves that cover an area of 8ft, the light that shines through leaves a colorful light all around, any allies in this trees light will receive 6d12+yout Intelligence modifier healing, any leftover points turn into temporary hitpoints. Any undead will take radiant damage for the same amount. Overgrowth allows allies to gain 20 temporary HP. Cooldown: once a day

ElderBerry A relative to Berry This alruane sports a flower like plant, with 10 small black berries growing at the ends of it. Each berry heals for 1d4 health, however eatting 4 many will deal 1d8 poison damage instead. so be wary. Overgrowth has the berries heal for 1d6. Cooldown: 3 times a short rest Flower crown Prerequisite: 3rd level Alraune Tamer This alraune grows in your hair and takes the form of any flowers you like. While in your hair this Alraune gives you profiency on Performance,Deception and Persuasion checks. Overgrowth lets you add double your proficiency bonus to the rolls, along with advantage. Cooldown: 4 times a short rest Lily pad This Alraune will form a lily pad which is 10ft in diameter. you must be near a body of water big enough to hold it. This lily pad can hold 3 medium-sized creatures and can be used as a raft. This lilypad lasts until you dismiss it, however, if used in saltwater it will only be able to last for 20 minutes. This Alraune has +4 in Strength saving throws and +2 in Dexterity saving throws. Overgrowth allows this alraune to be able to hold up to 5 medium-sized creatures. Cooldown: once a long rest Mandrake Prerequisite: 3rd level Alraune Tamer This Alraune is a thick root, showing only has 2 large leaves when initially sprouted. At the casters command the mandrake will come out of the ground and scream. Every creature within a 20ft sphere must make a Constitution save against your Alraune Power DC, on a failed save, each creature who failed takes 1d8+ your Intelligene modifier thunder damage. This alraune has a +4 to Constitution saving throws. Overgrowth will also have give creatures who failed the saving throw the Frightend effect Cooldown: 3 times a long rest Milk Thistle This Alraune sports purple thistles, which secrete a healing liquid. This alraunes lasts for 3 rounds before dissappearing, during this time, as an action a creature may touch the plant, regaining 1d8 health, and an addiotnal 1d4 health over the course of 2 rounds. Overgrwoth extends the lingering healing to 4 rounds. Cooldown: twice a short rest Moss Prerequisite: 5th level Alraume Tamer This Alraune can be grown on armor, forming a mossy coat over it. When you use this Alraune on any armor that is being worn, whoever is wearing the armor is granted temporary HP equal to Your 5+Your Alraune Tamer level, and upon the Temporary HP disappearing, so does the moss. This Alraune has +3 in Strength saving throws. Overgrowth allows an additional +2 AC. Cooldown: twice a short rest Necrovine Prerequisite: 13th level Alraune Tamer This Alraune creates vines that wrap around and into a nearby corpse, turning it into a gross puppet. This Alraune now acts as a Zombie for stats, and will attack on its own. You may not have more than 1 active at a time. Overgrowth allows 2 Necrovines at the same time. Cooldown: twice a long rest Rafflesia This Alraune forms a 4ft wide Rafflesia flower and gives off a nasty smell of rotting meat. As an action, you can make The flower give off horrid spores, every creature withen 5ft of this plant must make a Constituition saving throw against your Alraune Power DC, On a failure, the target is now poisoned. Overgrowth allows those affected by the failed saving throw to also take 1d6 poison damage Cooldown: twice a long rest Red cage fungus Prerequisite: 15th level This Alraune forms a 5ft wide and 7ft tall bright red cage made of dense fungus, which requires a Strengh check against your Alraune Power DC to break. You may summon this Alraune around a creature, trapping them in one location for the duration, or until it is broken. Overgrowth puts a barrier that dosent allow spells to leave the cage. Rose This Alraune produces a small bouquet of 10 Roses, you may pick one and throw it at a target, on a hit it will deal 1d8+Your charisma modifier piercing damage. The rose disappears on impact. Overgrowth summons an additional 3 blue roses, which can make a target fall unconcious on a hit, as they have fallen asleep if they fail a Constitution saving throw against your Alaune Power DC. Cooldown: once a short rest Sleepy shroom This alraune forms a mushroom with a 1/2 foot wide cap. As an action This alraune will release spores in a 10ft radius, have the target make a Constitution saving throw against your Alraune Power DC, on a failed save the target falls Unconcious. Overgrowth gives the target disadvantage. Cooldown: twice a long rest Strangler Fig Prerequisite: 14th level Alraune Tamer This alraune forms vines that tightly wrap around a targets neck, Have a target creature make a Dexterity saving throw against your Alraune Power DC, on a failed save the creature will take 1d10 Bludgeoning damage and be considered Grappled. Have the target make a Constitution saving throw every round to break free, otherwise it takes 1d6 bludgeoning damage every round it is grappled. Overgrowth sets the DC to 18 Cooldown: twice a long rest