Mind Vine (5e Subclass)
Mind Vine[edit]
Ranger Subclass
A Ranger who jins the Mind Vine conclave is capable of using the properties of a symbiotic vine species, bonding with it. Through the bond, the Ranger is capable of spreading its seeds through other hosts, establishing a mind connection between each one of them.
Vine Symbolistic Relationship[edit]
At 3rd level, you encounter an invasive species of vine. Unlike typical invasive species that harm their ecosystems, this vine targets living creatures, but instead of acting as a parasite, it seeks to keep its host healthy. Choose one of the following ways your vine helps your survival:
- Crown of Thorns and Flowers
Your vine grows atop your head, mimicking a crown or your hair. Spotted along the vine are sweet-smelling tiny flowers. You can cast the Friends cantrip whenever a creature gets close enough to smell your flowers.
- Vine Armor
Your vines grow protectively around your torso. While not wearing 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 arms. As a bonus action, you can cause part of your vines to detach and unravel, forming a magical whip. You may use your spellcasting modifier instead of Dexterity or Strength for attack and damage rolls. The whip deals 1d4 magical slashing damage.
- Stomach Wrap
Your vines wrap around your stomach. You are immune to poison when ingesting it, as your vines absorb the poison. Additionally, you have advantage on saving throws to resist the poisoned condition.
When you drink a large amount of alcohol, your vines produce small berries. These berries are very bitter and contain 40% alcohol. Eating them allows you to get drunk as normal.
- Natural Boots
Your vines create a natural set of shoes. You take no damage from non-magical or magical plants, and you are unaffected by natural or magical difficult terrain.
- Leafy Belt
Your vines grow around your waist, sprouting long leaves that mimic a skirt or pants. During a short rest in the sun, you may reroll any dice used for healing. You must accept the second result.
Vine Invasion[edit]
At 3rd level, you can cut a piece of your vine and implant it into another creature. As an Action, you can wrap a piece of your vine around a willing, grappled, or restrained creature. The vine will automatically attach itself to its new host. The vine undergoes several stages of growth, with each stage taking 1 hour. The growth process pauses if the host is in combat, has fewer than 5 hit points, or is under other specific conditions.
- Removing the Vine
The vine can be removed in several ways:
- Pulling the vine away requires a Strength saving throw (DC 10 during Stage 1 or DC 25 after Stage 2). After Stage 2, the removal process deals 1d10 slashing damage and 1d4 psychic damage.
- If the Blight spell is cast on the vine or the host, they both take full damage as if both targets are plants. The vine then withers and dies.
- If the host dies, the vine slowly dies within 1 minute.
- Any other method of removal leaves the roots inside the host, allowing the vine to regrow.
- Stages of Vine Growth
- Stage 1: Attachment. The vine grows roots within the host’s flesh. The host does not feel this process, and the roots stay just beneath the skin to prevent harm. At the end of Stage 1, the host takes 1d4 necrotic damage as the vine accidentally enters the bloodstream or minor organs. This damage is never lethal and does not cause the stage to end unless the host takes 4 necrotic damage, which would kill them.
- Stage 2: Link.The vine connects to the host’s nervous system. If the host lacks a nervous system, the vine heals the host for 1d4 hit points before dying. Every 10 minutes, the host must make a Wisdom saving throw (DC = your spell save DC). On a failure, the vine successfully links with the host's mind, charming them to protect and nurture the vine. The vine becomes a non-magical charm effect.
- If the host passes all Wisdom saving throws, the vine becomes stuck at this stage until the host willingly interacts with it. While in this stage, the host gains resistance to psychic damage. Each time the host is charmed or under a mind-controlling effect, the vine deals 1 non-lethal necrotic damage and 1 non-lethal psychic damage to the host. The host must reattempt the saving throw every 10 minutes if affected.
- Stage 3: Relocation. The vine begins to read the host’s mind and shifts to better align with the host’s preferences. The host realizes the vine is attempting to be a good "guest."
At the end of Stage 3, the host gains benefits based on the location of the vine as described in the Vine Symbolistic Relationship.
- Stage 4: Network. The vine reaches full maturity. At the start of this stage, the host takes 1d4 necrotic damage as the vine requires more nutrients. This damage is never lethal and does not start Stage 4 if the host’s necrotic damage would kill them.
The host gains the ability to telepathically communicate with you up to 30 feet 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 one 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 feet 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 can combine your wisdom, the strength of the vine, and the host’s body to make the best possible attack. Whenever you use Mind Control, you can use your bonus action to grant the host advantage on their attack roll.
Magical Sap[edit]
At 11th level, you can encourage your vine to reach its fifth stage: Magical Sap. After a long rest, you may expend a 3rd-level spell slot to infuse one of your vines with magic, making it reach Stage 5: Magical Sap. This stage unlocks three new abilities:
- Wisdom of the Vine
The host learns one cantrip of your choice that you know.
- Enchanted Sap
After a long rest, you may store a 3rd-level or lower Ranger or Druid spell into the vine. This process consumes a 3rd-level spell slot. The host can cast the stored spell at 3rd level once without using any spell slots.
- Magic Flow
You can cast your cantrips through the host.
Vine Weapon[edit]
At 14th level, your vine has adapted for combat. As a bonus action, you can create ammunition or a throwing weapon from your vine. Whenever you score a critical hit with a vine weapon, the weapon deals an extra 1d4 necrotic damage as the roots sprout into the target. The weapon becomes "part" of the creature, causing the vine to revert to Stage 2 in Vine Invasion.
You can have a number of vine weapons equal to your Wisdom modifier at a time. If you miss with a vine weapon and it lands on fertile ground, it becomes a normal vine and grows naturally. If there are five or more vines in the same square, the area becomes difficult terrain.
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