Bloomwarden
About this class
I cut into the root and pour it water into the bowl, from which I drank. I closed my eyes and when they opened, I stared upon a tree anew. Its roots were blood red, and they beat like a heart in sync with each other, its flowers we’re like brilliant blue eyes, it leaves a canopy of blades. I put my hand to the tree in worship and it cut me. I asked the tree “why do you cut me”. The tree did not speak, but I knew its answer “You, like all men, take my blood, I am angry”. I spoke to the the tree again “But I am not like the men you know, I worship you, I speak to you, calm your blood”. I feel the tree think, and it doesn’t-speak again “You take my blood in worship?”. “Yes, your blood brings life to me, it makes me like you, it makes me with you” The tree cuts me again, and its leafs rustle another phrase “Then I will drink your blood in kind, kind stranger”. And I awoke, my hands covered in blood, and with a second heart.
Domains
Sage
Starting stats
Hope feature
Class features
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Stain the Earth
Mark a Hit Point to create a Bloom at a point within Close range of you. The Bloom has 8 Evasion and automatically fails reaction rolls. if it would take damage, it is immediately destroyed unless you mark a Stress to maintain it. Allies within Melee range of your Bloom can mark a Stress to clear a Hit Point, a single creature can only benefit from a Bloom this way only once each rest, you cannot benefit from your own Bloom this way.
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Strangling Roots
Whenever you deal damage to a creature within Close range of a Bloom, mark a Stress to have them become temporarily Restrained.
Class items
- A fruit that beats like a heart
- a reed doll stained in blood
Character questions
Background prompts
- Who taught to speak in nature in such a way?
- There is an anger deep inside of you, why?
- What accident did you have when first learning to channel this power?
Connection prompts
- Something about my plants you find particularly unnerving, what is it?
- You helped protect me or my blooms once, what do I owe you for it?
- Something about your presence calms me down, what is it?
Subclass cards
Printable via header menu
Cultivator of Wrath
Foundation
SPELLCAST TRAIT: Instinct
Thirsting Roots: Whenever an adversary becomes Restrained from Strangling Roots, they take 1d8 + your level Physical damage.
Natural Hatred: Highly unnatural creatures (such as undead or constructs) cannot abide to be in your presence, you have advantage on Presence rolls to intimidate such creatures, and they must mark a Stress whenever they start their spotlight within Close range of your or one of your Blooms.
Cultivator of Wrath
Specialization
Drink the Blood of Man: Once per session, when you kill an adversary, clear a Hit Point.
Bloodied Blooms: Whenever one of your Blooms is destroyed, the creature that destroyed it takes 1d8 + your level Magic damage.
Cultivator of Wrath
Mastery
Prison of Roots: Whenever you use Strangling Roots on an enemy within Melee range of a Bloom, you may a mark an additional Stress to attempt to trap them within the roots. They must make a reaction roll (15) on a failure, they are trapped inside and cannot make actions until they escape. On a success, they instead mark a Stress. Whenever a PC rolls with Fear, the enemy escapes unless you mark a Stress, if the Bloom is destroyed, they immediately escape. Each Bloom can only have one creature trapped in it.
Cultivator of Wisdom
Foundation
SPELLCAST TRAIT: Instinct
Iron Blooms: Whenever you take damage, reduce it by twice the number of Blooms you have active.
Natural Lore: You are one with the natural world around you, and the woods and reeds whisper to you. While in a natural environment, you cannot be ambushed and add your Instinct to Knowledge rolls you make. You may spend a Hope to use this feature outside of a natural environment.
Cultivator of Wisdom
Specialization
Wildwalk: Once per long rest, you can instantly teleport yourself and any number of allies within Close range to the location of a plant you've personally seen before. Make a spellcasting roll (13). On a success you appear exactly where you intend. On a failure, you fail to teleport, but may mark a Stress to teleport anyway, appearing off-course by another plant, possibly far off-course.
Cultivator of Wisdom
Mastery
Uprooting Surge: You may touch a Bloom and mark an additional Hit Point to cause it to the grow unstably, each Adversary within Close range must make a reaction roll (15) or take 3d10 Physical damage and become temporarily Restrained. On a success, they take half as much damage and aren't restrained. Allies other than you within Close range of the Bloom may immediately mark a Stress to clear a Hit Point. Each Bloom can only be affected this way once.
Bloomwarden
I cut into the root and pour it water into the bowl, from which I drank. I closed my eyes and when they opened, I stared upon a tree anew. Its roots were blood red, and they beat like a heart in sync with each other, its flowers we’re like brilliant blue eyes, it leaves a canopy of blades. I put my hand to the tree in worship and it cut me. I asked the tree “why do you cut me”. The tree did not speak, but I knew its answer “You, like all men, take my blood, I am angry”. I spoke to the the tree again “But I am not like the men you know, I worship you, I speak to you, calm your blood”. I feel the tree think, and it doesn’t-speak again “You take my blood in worship?”. “Yes, your blood brings life to me, it makes me like you, it makes me with you” The tree cuts me again, and its leafs rustle another phrase “Then I will drink your blood in kind, kind stranger”. And I awoke, my hands covered in blood, and with a second heart.
Domains
Sage + Blood (The Void v1.5)
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A fruit that beats like a heart
- • a reed doll stained in blood
Bloomwarden’s Hope Feature
Verdant Revival : Spend 3 Hope to have target creature within Melee range of a Bloom clear two Hit Points.
Class Features
Stain the Earth
Mark a Hit Point to create a Bloom at a point within Close range of you. The Bloom has 8 Evasion and automatically fails reaction rolls. if it would take damage, it is immediately destroyed unless you mark a Stress to maintain it. Allies within Melee range of your Bloom can mark a Stress to clear a Hit Point, a single creature can only benefit from a Bloom this way only once each rest, you cannot benefit from your own Bloom this way.
Strangling Roots
Whenever you deal damage to a creature within Close range of a Bloom, mark a Stress to have them become temporarily Restrained.
Bloomwarden Subclasses
Choose either the Cultivator of Wrath or Cultivator of Wisdom subclass.
Cultivator of Wrath
Use your Blooms as a conduit for destruction and bring bloody retribution upon your foes.
Spellcast Trait
Instinct
Foundation Features
Thirsting Roots: Whenever an adversary becomes Restrained from Strangling Roots, they take 1d8 + your level Physical damage.
Natural Hatred: Highly unnatural creatures (such as undead or constructs) cannot abide to be in your presence, you have advantage on Presence rolls to intimidate such creatures, and they must mark a Stress whenever they start their spotlight within Close range of your or one of your Blooms.
Specialization Feature
Drink the Blood of Man: Once per session, when you kill an adversary, clear a Hit Point.
Bloodied Blooms: Whenever one of your Blooms is destroyed, the creature that destroyed it takes 1d8 + your level Magic damage.
Mastery Feature
Prison of Roots: Whenever you use Strangling Roots on an enemy within Melee range of a Bloom, you may a mark an additional Stress to attempt to trap them within the roots. They must make a reaction roll (15) on a failure, they are trapped inside and cannot make actions until they escape. On a success, they instead mark a Stress. Whenever a PC rolls with Fear, the enemy escapes unless you mark a Stress, if the Bloom is destroyed, they immediately escape. Each Bloom can only have one creature trapped in it.
Cultivator of Wisdom
Bring the wisdom and berth of nature to help your allies.
Spellcast Trait
Instinct
Foundation Features
Iron Blooms: Whenever you take damage, reduce it by twice the number of Blooms you have active.
Natural Lore: You are one with the natural world around you, and the woods and reeds whisper to you. While in a natural environment, you cannot be ambushed and add your Instinct to Knowledge rolls you make. You may spend a Hope to use this feature outside of a natural environment.
Specialization Feature
Wildwalk: Once per long rest, you can instantly teleport yourself and any number of allies within Close range to the location of a plant you've personally seen before. Make a spellcasting roll (13). On a success you appear exactly where you intend. On a failure, you fail to teleport, but may mark a Stress to teleport anyway, appearing off-course by another plant, possibly far off-course.
Mastery Feature
Uprooting Surge: You may touch a Bloom and mark an additional Hit Point to cause it to the grow unstably, each Adversary within Close range must make a reaction roll (15) or take 3d10 Physical damage and become temporarily Restrained. On a success, they take half as much damage and aren't restrained. Allies other than you within Close range of the Bloom may immediately mark a Stress to clear a Hit Point. Each Bloom can only be affected this way once.
Background Questions
Answer any of the following, or create your own.
- • Who taught to speak in nature in such a way?
- • There is an anger deep inside of you, why?
- • What accident did you have when first learning to channel this power?
Connections
Ask one of the following, or improvise.
- • Something about my plants you find particularly unnerving, what is it?
- • You helped protect me or my blooms once, what do I owe you for it?
- • Something about your presence calms me down, what is it?
Discussion
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Remember to be respectful. Comments are moderated and should add to the discussion.