The Elder Dragon of Plants (5e Subclass)

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The Elder Dragon of Plants[edit]

Mordremoth, the Jungle Dragon

Warlock Subclass

Mordremoth, the Elder Dragon of Plantlife and the Mind, is one of the most poorly understood Elder Dragons. It has never made any kind of physical appearance, interacting with the world only through the creeping tendrils that are its limbs, and the horrific images it can send into the minds of others to warp them to its will. Its servants, the Mordrem, are horrific creatures which represent twisted parodies of plantlife. It also created the Mordrem Guard, humanoid plant warriors of which the Sylvari are an offshoot. It dwells within the sweltering Maguuma Jungle, a vast area of greenery where it is virtually unassailable. Even an entire fleet of airships was brought down by the might of Mordremoth, such that the edge of the jungle is further endangered by the sites of countless airship wrecks.

Expanded Spell List[edit]

Mordremoth grants you the ability to add the following spells to the Warlock spell list, and you may choose them when selecting spells.

Spell Level Spells
1st entangle, magnify gravity
2nd spike growth, tasha's mind whip
3rd plant growth, slow
4th grasping vine, gravity sinkhole
5th temporal shunt, tree stride

Tendrils of the Jungle Dragon[edit]

At 1st level, Mordremoth’s many fingers reach far to grip it’s foes. Once per turn, when you deal damage to a target, you may cause vines to erupt from the ground and seize that target’s legs. That target must make a dexterity save or is grappled. The vines last for one minute or until the target makes a successful action athletics check against your Spell Save DC to free itself. You may use this ability a number of times equal to your proficiency bonus, recharging on a short rest.

Unfathomable[edit]

Starting at 6th level, the visage of Mordremoth is terrifying to living beings on a deep-seated level. As an action, you may conjure forth a vision of Mordremoth, visible to any creatures of your choosing within 30ft of you. Affected creatures must make a wisdom save against your Spell Save DC, or suffer a random Short Term Madness. You must take a long rest before you are able to use this feature again. Additionally you gain resistance to poison damage.

Triggerblossom[edit]

At 10th level, Mordremoth grants you access to its more volatile growths. As an action grow 3 medium sized flowers on spots in 60ft. of you. At the start of your next turn they arm. You can detonate them immediately or leave them to detonate when someone gets within 10ft. of one. When a Triggerblossom explodes, it deals 2d8 force and 2d8 poison damage to everyone within 10ft. of it. Additionally anyone struck by this explosion must make a constitution save against your Warlock spell save DC or be afflicted with the poisoned condition for 1 minute. You may use this ability once, regaining it on a short rest.

Final Transformation[edit]

At 14th level, no one who looks upon you can doubt your devotion to Mordremoth. You take on a number of nightmarish plantlike aspects. You sprout a pair of wings made from leaves and vines or branches, which grants you a 30ft. flying speed. You gain resistance to bludgeoning and piercing damage, and immunity to poison damage. You also have vulnerability to necrotic damage. As a bonus action you may exude an aura out to ten ft. Any non-Mordrem who starts their turn in this aura or enters it for the first time on their turn suffers 2d10 poison damage. You gain health equal to the poison damage dealt to anyone through this aura. This aura lasts for a minute. You may use this once, recharging on a short rest.


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