This wooden shield is unpainted, instead covered in living vines, and has yet-living branches growing off it’s edges. While attuned with this shield you gain proficiency in Intelligence (Nature) checks if you were not proficient before and your proficiency bonus is doubled if you were already proficient. Additionally, you are able to understand plant creatures, and if you speak Druidic they can also understand you.
Canopy of Protection
While within 30 feet of a Huge or larger plant that is not hostile, you and any other creatures of your choice, have half cover while within range of the plant as the roots and branches reach out to your aid.
Shephard of the Forest
You can call to the plants around you as if you know each of them by name. If you spend 1 minute touching this shield against a Huge or smaller plant with an intelligence of 3 or less, it awakens. The target plant gains an intelligence of 10, and the ability to speak one language you know. It also gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses Statistics appropriate for the awakened plant, such as the Statistics for the Awakened Shrub or the Awakened Tree. The awakened plant is initially friendly towards you but is not charmed or compelled to do as you ask. Once you have used this ability you can not use it again for the next 2d6 days.
This ring is a complicated tangle of copper and bronze oak leaves. It magically resizes to fit any finger you put it on.
This item holds 10 charges and regains 1 expended charge each day at dawn.
While attuned to this ring you can identify the type of any tree you can see, and have proficiency in Intelligence(Nature) checks.
Plane of Perpetual Autumn
While attuned with this ring you are aware of, and in control of, the Demiplane of Perpetual Autumn. This demiplane is a lush deciduous forest with a giant oak many times larger than normal at the center. The trees in this forest are always beautiful warm tones with the occasional purple. You can walk for several miles in any direction before finding the edge of the demiplane. If you concentrate, you know of all creatures within the demiplane and where they are.
As an action you can expend 2 charges to create a portal to the Demiplane of Perpetual Autumn, or a portal from the demiplane to the Prime Material plane, that lasts for 1 hour or until you create another portal. This costs 1 less charge if you create the portal adjacent to a Huge or larger oak tree.
The portal you create is 5 feet wide, 10 feet tall, and is bordered by branches. You can expend an additional 2 charges to double the size of the portal. When you create a portal to the Material Plane you can choose any location you are very familiar with, or a permanent teleport circle. When you create a portal to the demiplane you can choose any location within it.
If you create a portal in the same location for 8 consecutive days that portal becomes a permanent portal. A permanent portal can only be dispelled by
This exquisite hourglass is carved from ebony, inlaid with white opal, and filled with blackened sand. Gazing into makes you feel microscopic as compared to the inconceivably long stretch of time itself.
While attuned with this item you gain proficiency with Intelligence (History) checks and you double your proficiency bonus when making an Intelligence (History) check.
While attuned with this item any divination spell that has a cumulative chance of failing, such as
Additionally, when you can see a creature casting a ritual, or a spell with a casting time longer than 1 action, you know exactly what is being cast and when the ritual or spell will complete.
If you concentrate on this hourglass, as if concentrating on a spell, for 1 minute, you can target a creature within 30 feet. The target must succeed on a Wisdom saving throw DC 18 or be bound; if it succeeds, it is immune to this effect for the next 30 days. If the target is a creature who has died within the last hour, their soul is automatically bound within the hourglass. While bound, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
The bound target shrinks to a height of 1 inch and is imprisoned within the hourglass, or an item of great worth, such as a gemstone or phylactery, you are touching. Light can pass through the object normally, but nothing else can pass through, even by means of teleportation or planar travel. The object the creature is trapped in can’t be cut or broken while this effect remains in effect.
While concentrating on this effect you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. A
If you use this feature again, the previous target is immediately freed from its binding. After using this feature you can’t use it again for the next 2d6 days.
This small blade, embellished with a fine script, was forged to venture through the swamps and bogs with ease. This blade deals double damage to plants and plant type creatures. Additionally, you, and any creatures moving directly behind you, are able to ignore difficult terrain caused by plants or brush by chopping at the vegetation.
This ancient staff carved from stout oak is without any ornamentation beyond its natural gnarls and twists, and a small inscription. If you are able to read Elven you can gather that it was created for a crusade to heal the forests and restore balance that was lost. This staff has 8 charges and regains 1d8 expended charges each day at dawn.
Reach of Infinite Branches
When you cast
You know the cantrip
Roots of The Great Oak
If you expend a charge and spend 1 minute concentrating you can cast
As an action you can expend a charge while touching a Large tree or plant in a swamp or dead forest to stimulate it to grow so long as it is still standing. Within one hour you can notice it’s bark being restored, and buds beginning to form. You regain any charges you expended to heal a plant in this way after your next long or short rest.
This acorn is nearly as large as a man’s fist and very heavy for its size. You can use an action to slam it into the ground and the moment you do so it sprouts and begins putting out roots. At the beginning of your next turn the acorn suddenly grows into a 30-foot tall tree appropriate to the area. When this tree appears all creatures within 15 feet must make a DC 15 Dexterity saving throw as the trunk and branches rapidly expand, taking 3d10 bludgeoning and 3d10 piercing damage on a failed save, or half as much damage on a successful one.
After this tree finishes it’s rapid growth it is just like any other tree, and will continue to grow at a normal pace.
You can see vines pressing up against the sides of this large vial even through the dirty liquid inside it. If you throw this vial when it shatters it immediately covers a 20-foot radius in a mass of vines and small plant life. All creatures in this radius when the vial shatters must succeed on a DC 17 Dexterity saving throw or become restrained. A creature restrained by the vines, or one that can touch a creature restrained by the vines, can use its action to make a DC 14 Strength check. On a success, the target is no longer restrained. Additionally, the area now covered in vines and plants is considered difficult terrain.
This large acorn is covered in delicate carvings of leaves and vines and has been carefully preserved in a glass vial. The first time the acorn touches dirt it explodes with life, covering everything around it in verdant flora. Over the next minute the acorn erupts into a massive tree, 120 feet tall, and with a trunk easily 10 feet in diameter. During the following hour a grove of trees springs from the ground in a 100 foot radius around the towering tree and all manner of flora along with them. Small dancing lights illuminate the bows of these trees both night and day, providing dim light to those under the trees. Undead and fiends are unable to enter the grove and can not possess, charm, or frighten creatures within it. Any creature possessed, charmed, or frightened by such a creature is no longer affected upon entering.
On this scarred white seed the size of a man’s fist you see ancient runes. When you attune with this seed you learn the meaning of these runes and how to awaken it. If you plant this seed in the earth and call it’s name; Over the next minute the two jagged birch saplings rapidly form and a stag rises from the ground.
The stag has hide as tough as bark, with a mane of leaves, and the twin saplings as its antlers. This majestic beast has the statistics of a warhorse but an AC of 16, ignores difficult terrain made of earth, and can not be slowed or damaged by non-magical plants. Additionally, if you are attuned to this stag, while riding it you are granted its protection, and your AC can’t be less than 16 regardless of what armor you are wearing.
It is friendly to you and follows your commands as best as it is able. If you give it no commands it defends itself but otherwise takes no other actions. If this steed dies it returns to its seed form and can not be summoned again for 3d10 days.
This flute has been crafted from one of the most gnarled pieces of wood you have ever seen, but its sound is clear and pure. Inside this flute you find several rolled up sheets of parchment with a song written on it. If you are within 30 feet of a Huge or larger plant with no intelligence you can play this ancient song to shape the plants around you.
The song takes 10 minutes and as you play it the plant life, in particular the Huge or larger plant, slowly grows, creeps, and bends to form a small shelter. This shelter is connected to or even within the plant, and is created in a form of your choosing. This shelter can be up to 10 feet tall, has an area of up to 100 square feet, and when you create it you can choose some basic things to be created within the area such as beds, chairs, platforms, shelves, and doors. Once you play this song you can not shape plants with it again until 2d4 days have passed and the changes you make with it remain permanently unless you use this item to return them to how they were. If there is already a shelter created in this way within range you can instead choose to expand it by the same 100 square feet. This can be done up to 5 times per Huge tree, and 5 additional times for every size above Huge.
This necklace has beads made of various different woods, and each type of wood is carved into a miniature replica of that tree’s leaf, all strung on a woven cord. Once per turn you can use 10 feet of movement to magically step into one living tree within reach and emerge from a second living tree within 60 feet, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger.
Over the course of an 8-hour ritual you can create a bond with a Huge or larger tree and the dryad living within. As long as this tree is alive once per day you can cast one of the following spells without a spell slot and ignoring material components:
This gauntlet is covered in hickory slabs where there would otherwise be plates of metal. Each of these slabs has runes carved into its roughly-hewn face that have been filled with dirt over time. This item has 3 charges and regains 1 expended charge each morning at dawn. If you are within arm’s reach of a tree as an action you can expend a charge and press your hand against the tree to draw a weapon or pieces ammunition from it. This can be any weapon you are proficient with or 1d4 pieces of ammunition for any weapon you are proficient with. The look and feel of each weapon changes with the type of tree it is drawn from, but these differences do not affect its function in any meaningful way. On a critical failure with any weapon created this way, or after 1 day without being bathed in water, the weapon splinters beyond repair. If you spend an action to return an un-splintered weapon created in this way to a tree within arms reach the gauntlet regains an expended charge.
The centerpiece of this amulet is a pearlescent green emerald. An etching of a leaf can faintly be seen in the sheen of its surface and the gem is framed by delicate silver branches. This item has 4 charges and regains 1d4 charges each day at dawn. While attuned to this amulet you know the cantrip