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  TENDERS OF THE SCORCHED GROVE
  V0.5 (FEB 21, 2020)
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  THE TENDERS
  Hundreds of songs ago, in the already ancient forest of 
  Humblewood, a wise birdfolk sage bonded with the treants 
  who stewarded the groves of the Wood. The treants taught the 
  sage about the forest, the creatures they shared it with, and 
  how all are cradled within the Great Rhythm’s embrace. The 
  sage used their teachings to found the Tenders, an order sworn 
  to uphold the balance of natural forces. Although the sage’s 
  name has been lost to history, the Tenders persist to this day. 
  As humble caretakers of the Wood, the first Tenders 
  studied the interconnectedness of all life as well as the practice 
  of gentle, natural magic. The treants’ teachings helped the 
  Tenders heal the forest from blights and fires. Following the 
  example of the treants, they tended small village grovesand 
  used their magic to provide support in times of hardship. 
  Possessing a deep insight into the Great Rhythm, the Tenders 
  came to be seen as a bridge between the will of the Wood and 
  the people who lived there. Over a few hundred songs until 
  they became an established presence in the Wood.
  The order faced it’s greatest challenge during the Great 
  Calamity. As fires raged unabated, incinerating nearly a 
  third of Humblewood’s woodland, the Tenders helped those 
  fleeing the blaze. The flames of the Great Calamity forged 
  the Scorched Grove, and the Tenders took it upon themselves 
  to restore the corrupted earth. Their search to correct the 
  elemental imbalance of the Scorched Grove led the Tenders 
  to incorporate disparate schools of magic into their teachings. 
  Most notably they managed to merge the scholarly approach of 
  Avium wizards with the harmonious teachings of their druidic 
  arts. With this new understanding of arcana, the Tenders have 
  made steady progress toward healing the Grove’s corruption. 
  As certain Tenders dedicated their lives to healing the 
  Scorched Grove, others pledged to mend the world in different 
  ways. Some organized into a force of first responders to protect 
  the Wood against natural upheavals, while others became 
  healers, teachers, and tree-shapers. Others traveled across 
  Everden, where they discovered lands with dangerous elemen-
  tal imbalances. This divided the order into distinct chapters, 
  or Branches. Each Branch of the Tenders has an elected leader, 
  called a treekeeper. Once every fifty songs Branch treekeepers 
  convene to share what their Branch has learned. Treekeepers 
  also hold urgent meetings when necessary, but are otherwise 
  absorbed in their most important duty: seeking answers that 
  may heal the damaged areas of Everden.
  Tenders in the World
  All Tenders are united by a shared set of goals, despite how 
  different Branches might seek to achieve them. Tenders view 
  themselves as wise teachers, dedicated to guiding others toward 
  a life in balance with the Great Rhythm. They are also diligent 
  sentinels, dedicated to foreseeing and averting threats to this 
  balance, both natural and manufactured. This duty extends to 
  safeguarding hazardous magics and powerful artifacts lest they 
  fall into the wrong hands. When nature summons up storms, 
  floods, or other life-threatening events, the Tenders work to 
  lessen their harm, providing help for those injured or displaced, 
  and repairing damage wrought to the ecosystem. Finally, the 
  Tenders have a duty to tend to areas that have been scarred or 
  corrupted by strong elemental energies. This includes shielding 
  people from the monstrous creatures that live in such areas,and 
  gradually restoring the balance of elemental energies to help 
  the land return to a natural state.
  Everden is home to many branches, three of which are 
  described here. 
   
  Tenders of the Scorched Grove
  keepers of balance
  Kiana Hamm
  1
  Tenders of the Scorched Grove
  
  Tenders of the Scorched Grove
  The Tenders of the Scorched Grove 
  The first proper Branch of the order was the Tenders of 
  the Scorched Grove. This group of Humblewood Tenders 
  were names following the events of the Great Calamity. The 
  Tenders of the Scorched Grove work to heal the flame-scarred 
  western area of Humblewood from which they take their 
  name. Members of this Branch regularly make pilgrimages to 
  the Scorched Grove to learn from the elders there. Some put 
  down roots in the Grove and dedicate their lives to keeping 
  watch over the area. Due to the dangers present in and around 
  the Scorched Grove, this Branch faces greater risks than many 
  other Tender chapters. The Tenders of the Scorched Grove are 
  also trusted to maintain the most extensive records of the order. 
  They are led by a corvum mystic named Janily of the Ever-
  changing Sky. Janily is currently on a spiritual quest to the far 
  corners of Everden, a journey on which she hopes to uncover 
  the secret to healing the Scorched Grove.
  The TreanTs of humblewood 
  I remember the treants. So large and powerful they were, but 
  gentle as the spring. Those who come after may not know of 
  their kindness, nor of their great sacrifice, yet it is because 
  of them that we still dwell in Humblewood. We owe them a 
  debt that cannot be repaid.  
   
  When the fires of the Great Calamity blazed out of control, it 
  was the treants who rose to our protection. They came from 
  all over the Wood to surround the accursed conflagration. 
  Skilled in the primordial magic of the very first druids, the 
  eldest of their kind used their awesome power to form a 
  barrier against the inferno. Their leaves burned to ash, their 
  bodies charred and splintered. Through it all, the treants 
  stood tall and firm, sheltering the Wood until a ritual abated 
  the Calamity…though who knows for how long.  
   
  I suspect that, to whomever reads this, it may be hard to 
  believe that treants were once a common sight in the Wood. 
  Indeed, they could often be seen strolling through the hillsides. 
  Each treant with its own grove, tended to the trees and all 
  living things within them. The old stories say it is from the 
  treants that we took our name, for we too aspired to be 
  Tenders of the forest. Being long-lived, they knew much of the 
  Wood’s history, and, though towering creatures, not even the 
  smallest seed escaped their notice. Above all else, they were 
  teachers, and that is what Tenders must strive to be. With 
  the eldest and wisest of the treants lost to the flames, we must 
  take their place, not only as keepers of lore and stewards of 
  nature, but as those who tend to the very spirit of this world.
  alThander of The new leaf,  
  Autumnal From a weathered journal kept in the Tender’s archives
  The Tenders of the Crystal Wastes 
  The Tenders of the Crystal Wastes were among the first 
  Branches established outside of Humblewood in the neighbor-
  ing land of Firnveldt. Their chapter was founded to contain a 
  spreading expanse of hoarfrost, known as the Crystal Wastes, 
  that persistently encroaches on the Rimewood and the region’s 
  green plains. Initially established by members of the Tenders of 
  the Scorched Grove, this Branch has since grown to differenti-
  ate itself through a more contemplative and judicious approach 
  to their duties. They keep a solemn vigil in mighty fortresses, 
  bulwarks against the encroaching ice. They are led by a percep-
  tive and intelligent raptor called Cain of the Sunsworn Oath, 
  who possesses a boundless curiosity. He scours the often-dan-
  gerous ruins of ancient civilizations, searching for any lost lore 
  that may help their cause.  
  The Tenders of the Tanglewilds 
  A more recently founded Branch, the Tenders of the 
  Tanglewilds were established in the great jungle from which 
  they take their name. Their tales tell of a group of locals who 
  were inspired by a traveling treekeeper to take up the task of 
  protecting their rainforest home from harm. The Branch has 
  since organized into a force known throughout the region for 
  their valor and dedication. Most of their number are rangers 
  who live off the land and are experienced in recognizing distur-
  bances in the natural balance. Their leader is a luma known 
  only as Grandmother Orchid, who is rumored to have lived 
  for hundreds of songs. Unlike other treekeepers, Grandmother 
  Orchid only travels when she must convene with other Branch 
  leaders. Tanglewild Tenders say that she spends her days in 
  meditation within the tangled roots of an enormous tree, feel-
  ing the pulse of the entire world.
  Christina Kraus
  2
  
  TENDER CHARACTERS
  Characters who are part of the Tenders are usually good-
  aligned and are rarely evil. One of the pillars of the order is 
  compassion for all life. Those who act maliciously often find 
  themselves shunned not only by their fellow Tenders, but by 
  the forest itself. Tenders also embrace neutral alignments, for 
  they are taught to respect the balance of nature. Although the 
  Tenders are an order rooted in birdfolk tradition, members of 
  all races are welcome among their ranks. While characters of 
  all classes and backgrounds can make good Tenders, the order 
  counts a large number of druids, monks, rangers, and wizards 
  among them. As an organization with strong ties to the bird-
  folk pantheon, especially Hanera, clerics are often found in 
  their ranks as well. 
  You should consider playing a Tender if:
   l
  You like the idea of being a member of an order that works 
  behind the scenes to avert threats before they manifest.
   l
  You want to play a spellcaster with a deep respect and  
  curiosity for nature’s mysteries.
   l
  You want to play an active part in saving humblefolk and 
  birdfolk from the ravages of forest fires, floods, and other 
  natural and unnatural disasters.
   l
  You wish to bring about a world where birdfolk and 
  humblefolk live in harmony both with nature and 
  each other.
  Becoming a Tender
  Tenders teach that the Great Rhythm exists in a delicate 
  balance. If this natural balance is ever broken, the Rhythm 
  will eventually correct itself, but the ensuing chaos will cost 
  many lives and irrevocably alter or damage many ecosystems. 
  According to the Tenders, survival of the fittest is an inhumane 
  doctrine; it is far better if harmony can be maintained for the 
  collective benefit of everyone. 
  Joining the Tenders is not difficult as recruits are sorely 
  needed due to the order’s thinning numbers. Anyone who 
  shows proper devotion to the tenets of natural balance can 
  swear an oath to become a keeper of harmony.
  Roles within the Tenders
  There are a variety of roles within the Tenders that 
  members can fill. These roles denote a member’s primary  
  focus within the order. 
  wardens
  Wardens work as first responders after a natural disas-
  ter. They provide relief by setting up temporary shelters for 
  creatures who have been displaced and use natural magic to 
  heal surviving flora and fauna. They also go on missions to 
  survey dangerous areas or investigate situations that could pose 
  a danger to nature. Classes with an aptitude for healing magic 
  excel at this role, especially rangers and paladins of nature.
  emberwardens
  A role unique to the Tenders of the Scorched Grove, 
  emberwardens have dedicated their lives to the revitalization  
  of the flame-cursed wastes. Many emberwardens are clerics 
  and monks, as their lifestyle is one of monastic discipline  
  and contemplation.
  hearTbraiders
  Heartbraiders serve as mediators between people and 
  nature. They help spread the Tenders’ teaching that the two  
  are inseparable. Usually, they are employed as shapers in  
  Alderheart or as groundskeepers in Tender-operated groves. 
  Heartbraiders are frequently druids.
  woodsages
  Rather than take on an active role, woodsages work behind 
  the scenes. They work in the Tenders’ archives, ensuring that 
  new and old records are preserved in the large repository of 
  knowledge. Some of this archived knowledge could be danger-
  ous if ever it were released, so it is watched overby a circle 
  of high-ranking Tenders, the autumnals. Wizards and other 
  spellcasters are often woodsages.
  Kiana Hamm
  3
  Tenders of the Scorched Grove
  
  Tenders of the Scorched Grove
  Your Place in the Order
  Whereas roles in the Tenders describe the focus of a 
  member’s efforts, ranks denote different levels of respect 
  and trust within the order. Higher-ranking members have 
  demonstrated a deeper understanding of the natural balance 
  of the Great Rhythm and their place within it. The higher the 
  member’s rank, the more they are encouraged to round out 
  their experience through contemplation, study, in addition to 
  direct experience in the field. Adopting this doctrine, a Tender 
  learns how to balance the spiritual, academic, and practical 
  elements of the order’s teachings.
  These ranks are not meant to be advanced through quickly. 
  A good rule of thumb is that the transition from one rank to 
  the next should accompany a story beat.
  seedling
  You have attained the lowest rank in the Tenders, represent-
  ing the first stage of growth. At this stage the seed of knowl-
  edge has been planted and now must be nurtured. You are 
  granted access to most of the Tender archives, excluding texts 
  guarded by the autumnals. If you show promise in the order, 
  you will be posed a sacred riddle to provoke thought on the 
  balance of nature and your place within it.
  As a seedlingou are taught a ritual which allows you to 
  commune with nature and befriend a minor forest spirit. The 
  forest spirit takes on the form of a Small or Tiny beast of chal-
  lenge rating 0 of your choice. The forest spirit has the statistics 
  of the chosen form, though it is an elemental, fey, or plant 
  (your choice) instead of a beast.
  The forest spirit acts independently from you. It is friendly 
  toward you and generally follows your instructions, but if 
  you willingly harm nature or act in ways that are malicious or 
  evil, the forest spirit abandons you. In combat, it rolls its own 
  initiative and acts on its own turn. The forest spirit disappears 
  when it drops to 0 hit points, leaving behind no physical form. 
  It reappears after you spend an hour communing with nature.
  Your forest spirit can communicate with you telepathically 
  as long as you are within 100 feet of each other. Additionally, 
  your forest spirit can communicate with any creature with 
  which it shares a type.
  You can’t befriend more than one forest spirit at a time. If 
  you perform the ritual while you already have a forest spirit, 
  you instead cause your forest spirit to adopt the form of a 
  different Small or Tiny beast with a challenge rating of 0 of 
  your choice.
  The firsT riddles 
  The first riddles are a collection of thought experiments 
  which can be posed to seedlings to give them a chance 
  to ruminate on the teachings of the order. A riddle is 
  given to a new member who shows promise or a desire to 
  advance further within the order. Upon giving an answer 
  which shows an understanding of the cycles of nature and 
  the great balance that keeps the world together, they then 
  become eligible to progress to the next rank.  
   
  For example, when asked, “Is the hawk mightier than 
  the rabbit?” a simple answer might be that the hawk is 
  mightier because it is a terrifying predator, but an answer 
  that shows an understanding of the forces of nature 
  would be that neither one is mightier. The hawk relies on 
  the rabbit to live, and when the hawk dies, its remains 
  nourish the soil which grows the grass that the rabbit eats. 
  A few sample riddles are given below, and whether or not 
  an answer is accepted is up to the GM.
   l
  Why must the leaves die in autumn?
   l
  How is a tree like a community?
   l
  Which came first, morning or twilight? 
   l
  What is the drop of water to the stream? 
  Seedling
  Sproutling
  Sapling
  Summerblossom
  Autumnal
  4
  
  sprouTling 
  Prerequisites: Seedling rank in Tenders, and must have 
  answered one of the first riddles of the order
  You have answered one of the first riddles and begun your 
  journey along the path to true wisdom. Sproutlings are encour-
  aged to study natural magic, to understand how it feeds from 
  the primal energies of nature. This is where many internalize 
  the “slow way is the best way” approach advocated by the order, 
  and where some begin to branch off into studies of the arcane. 
  Sproutlings are likewise encouraged to supplement their 
  independent learning with wisdom from more experienced 
  members of the order.
  As a sproutling, you will never find yourself wanting for a 
  teacher. You can ask a Tender druid of sapling or higher rank 
  for help with a problem you are currently facing. The GM will 
  decide which NPC you have access to and the NPC’s rank. 
  The NPC makes every reasonable effort to assist you but may 
  only be able to offer information or advice. In some situations, 
  the NPC may explain that it is necessary to step back in order 
  to allow you to learn through adversity. In other situations, an 
  NPC may insist on accompanying you or bringing the matter 
  to the attention of higher-ranking members of the order. 
  flamewarden (special role)
  Prerequisites: Sproutling or higher rank in Tenders of the 
  Scorched Grove, and must have taken the Oath of Flame
  In attaining this special rank you have dedicated your life 
  to healing the imbalance in the Scorched Grove, watching 
  over areas that have been claimed by it, and understanding 
  the strange creatures that make the Grove their home. As a 
  emberwarden, you can still advance in ranks as normal, but 
  your charge requires that you return to the Scorched Grove 
  when not adventuring to continue your vigil.
  You learn how to speak, read, and write Ignan (or another 
  language if you already know Ignan). Additionally, you have 
  advantage on Intelligence, Wisdom, and Charisma checks you 
  make related to fire-based creatures of the Scorched Grove.
  The oaTh of flame 
  This oath is recited in a special ceremony by those who 
  wish to take on the mantle of emberwarden and dedicate 
  themselves to tending the Scorched Grove.
  I pledge upon the roots of the world to watch 
  the flame that blights this land
  To revive the green where ash now swirls,  
  to shepherd fire with steady hand
  To keep safe all who do here tread,  
  to learn the secrets ash can teach
  To honor treants charred and dead,  
  to keep their final hope in reach
  This pledge I make becomes my oath, 
   a covenant with errant flame
  To Humblewood and nature both,  
  and all life in the Rhythm’s name
   
  sapling
  Prerequisites: Sproutling rank in Tenders, and either the abil-
  ity to cast the spell cure wounds or proficiency in the Medicine skill
  You now have the experience and wisdom to apply your 
  knowledge in practical service of natural balance. You are 
  also expected to help lower-ranking members who ask for 
  your advice. 
  As a sapling, you may be tasked with journeying across the 
  Wood as an official warden of the Tenders. While acting in 
  this capacity, when reasonable and possible you can count on 
  villagers to offer free lodging. When assigned a mission, you 
  can ask a summerblossom to borrow a treasure of the order 
  to help you complete your task. You can choose from among 
  antlers of the true path*, a belt of the weald*, or a ring of animal 
  influence. Whichever object you pick must be returned once 
  the mission is complete. The GM decides which of these trea-
  sures, if any, you have access to.  
  summerblossom 
  Prerequisites: Sapling rank in Tenders, and a show of valor for 
  the sake of the order
  You have shown your ability to marry study and experience 
  in the service of nature, as well as demonstrated that you have 
  both the courage and the wisdom to lead. As a summerblos-
  som, you are tasked with mentoring others in the order, direct-
  ing the movements of lower-ranking members, and leading 
  wardens in the field when necessary. While you don’t have the 
  same ability to communicate with the treekeeper as autum-
  nals, any concern you pass onto an autumnal will be taken 
  seriously. You may also access the most heavily guarded lore 
  in the Tenders’ archives, though you must first obtain permis-
  sion from the autumnals, who oversee its safekeeping. You are 
  responsible for directing the efforts of lower-ranking members 
  of the order based on information shared with you by the 
  autumnals. You lead a team of 2d6 acolytes and 2d4 druids of 
  sapling rank or lower. You are given leave to task these NPCs 
  with specific missions, though any mission you assign must be 
  of relevance to the goals of the order. You may call upon 1d4 
  acolytes and a druid from among these to assist you directly 
  with a task for the order, but in these situations you are 
  responsible for their safety, and you may be held accountable 
  should anything go wrong.
  Christina Kraus
  5
  Tenders of the Scorched Grove
  
  Tenders of the Scorched Grove
  auTumnal
  Prerequisites: Sapling or higher rank in Tenders,  
  and the ability to cast at least 4th-level spells
  Your contemplation on the nature of magic has granted 
  you insights which are recognized by your peers. You are now 
  seen as among the wisest and most studious of your order, and 
  you are responsible for utilizing your vast knowledge for the 
  good of Everden.
  As an autumnal, you are on equal footing with summer-
  blossoms, but where they have committed themselves to 
  practical matters, your responsibilities differ. You have access 
  to the most restricted lore in the archives, and you are charged 
  with ensuring that dangerous objects kept safe by the order 
  do not fall into the wrong hands. You are also appointed to a 
  circle comprised of autumnals who convene regularly to deter-
  mine the future of your Branch. The decisions made in these 
  meetings are shared with the summerblossoms, and you are 
  expected to offer guidance to a summerblossom whenever it is 
  requested. You are also able to communicate directly with the 
  treekeeper, wherever their journeys have taken them, using a 
  scroll of sending. The treekeeper may not reply immediately, but 
  they welcome your insights and will reply when they are able.
  Treekeeper (special role)
  Prerequisites: Summerblossom or higher rank in Tenders,  
  and must complete a special test (decided by the GM) 
  Legends say that, in the old times, Tenders who wished to 
  attain the rank of treekeeper would be submitted to a trial in 
  the Scorched Grove to ascertain the purity of their intentions. 
  This title is awarded to only one member of a Branch, and only 
  in rare circumstances where either the previous treekeeper has 
  fallen or when the creation of a new Branch of the Tenders is 
  called for. Having passed a great trial, you have now become 
  the leader of your own Branch. While you don’t have author-
  ity to issue directives to other Branches, your position earns 
  you respect among all Tenders as a leader. Your responsibility 
  is not simply to issue instructions to your Branch’s circle of 
  autumnals but also to obtain information which can be shared 
  with them to uphold the natural balance in the region your 
  Branch is sworn to tend. Some Branches, such as the Tenders 
  of the Scorched Grove, use this information to manage and 
  heal a threat to the natural balance, while other Branches must 
  instead keep a vigilant watch for signs of impending danger.
  Treekeepers generally aren’t present as leaders, delegating 
  the bulk of administration to their circle of autumnals. Instead, 
  they work to further the goals of their Branch through their 
  own actions. Some spend their time in contemplation and 
  study, communing with nature, as well as doing research and 
  experimentation. Others journey to uncover lost knowledge, 
  which may help predict threats or find solutions to heal areas 
  scarred by elemental imbalance.
  NEW FEATS
  Provided here are a selection of new feats inspired by the 
  Tenders. If using feats in your game, these options are available 
  in addition to those which already exist.
  First Responder
  You have been specially trained in magical triage and are 
  able to identify the signs of shock and fatigue in those suffer-
  ing from injuries. You are always ready to provide aid to those 
  in need. You gain the following benefits: 
   l
  You can tell by looking at a creature if it is missing any of 
  its hit points and whether or not it has more than half of 
  its hit points. You also instantly determine if the crea-
  ture is cursed, diseased, possessed, or afflicted by any of 
  the following conditions: blinded, deafened, exhaustion, 
  frightened, incapacitated, paralyzed, petrified, poisoned, 
  or stunned.
   l
  You learn the spare the dying cantrip and can cast it as a 
  bonus action.
   l
  You gain the ability to cast the spell cure wounds without 
  using a spell slot, up to a number of times equal to half 
  your proficiency bonus. You regain all expended uses when 
  you finish a long rest. Wisdom is your spellcasting ability 
  for this spell.
  Anna Christenson
  6
  
  Flamewoken 
  Living in the Scorched Grove or other areas touched 
  by elemental fire can sometimes cause strange abilities to 
  manifest among their inhabitants. Known as “flamewoken” 
  by the Tenders, these gifted few have an ability to communi-
  cate with fire-aspected creatures and have power over flames. 
  Tenders teach flamewoken among their order to hone  
  their talents in service of nature. However, those outside  
  of the order usually choose to keep their abilities hidden,  
  as such powers are often seen as a curse. You gain the 
  following benefits:
   l
  You can speak, read, and write Ignan.
   l
  You learn the produce flame cantrip. Wisdom is your spell-
  casting ability for this spell.
   l
  As a bonus action, you can strengthen the power of your 
  flames. The next time you deal fire damage to one or 
  more creatures before the end of your next turn, you 
  can deal an additional 2d10 fire damage to one of those 
  creatures. Once you use this feature, you can’t use it again 
  until you complete a short or long rest.
   l
  You can whisper magical words in Ignan toward any 
  nonmagical flames you can see within 30 feet of you that 
  could fit within a 5-foot cube. As a bonus action, you 
  can cause these flames to either grow by 5 feet in a single 
  direction, provided there is fuel of some sort present in 
  the new location, or you can extinguish the flames present 
  in this space.
  Forest Sage
  Prerequisite: Druid or wizard
  The Tenders value diversity among ideas, and although 
  they began as a purely druidic order, they have since learned 
  to accept many different ways of thinking about the natural 
  world, especially regarding the application of magic. You are 
  either a wizard who has learned to temper your arcane research 
  with an eye to maintaining the delicate balance of natural 
  forces, or you are a druid who has learned a new understand-
  ing of natural magic through study and experimentation.  
  You gain the following benefits:
   l
  Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
   l
  You can use your choice of Intelligence or Wisdom to make 
  Animal Handling, Arcana, Nature, or Survival checks.
   l
  You can choose to learn two spells from either the druid or 
  wizard spell list. Spells you choose must be of a level you 
  can cast. The chosen spells count as spells of your class and 
  are added to your spellbook if you are a wizard. The chosen 
  spells use your spellcasting ability.
  Plantmender
  Prerequisite: Wisdom score of 13 or higher 
  One of the basic forms of Tender magic, plantmending  
  is often taught to acolytes of the order. Plantmending can  
  be used either to help the forest recover from disasters or  
  to defend against hazards that might be encountered while  
  traveling. You gain the following benefits:
   l
  You can touch a plant or tree as an action to determine 
  what has occurred to it and the area within its immediate 
  vicinity within the last 24 hours. These events are revealed 
  to you in visions which appear as though you were present 
  as they occurred. After using this ability on a plant, you 
  instantly become aware of its status and health, including 
  any blights or conditions currently affecting it.
   l
  You learn the mend plants and shillelagh cantrips.  
  Wisdom is your spellcasting ability for these spells. 
   l
  You can cast either the barkskin or spike growth spell once, 
  and you must complete a long rest before you can cast 
  either spell again. Wisdom is your spellcasting ability  
  for these spells.
  Veronika Fedorova
  7
  Tenders of the Scorched Grove
  
  Tenders of the Scorched Grove
  NEW SPELLS
  Add the following spell to the druid, sorcerer, and wizard 
  spell lists.
  Mend Plants
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a small twig and a loop of twine)
  Duration: Instantaneous
  Drawing on primordial magic, you can instill  
  vitality in nearby plants to create one of the following  
  effects within range:
   l
  You instantly repair a single break or tear in a living plant 
  you touch, such as torn foliage, a scorched branch, a scar 
  cut into bark, or two pieces of a plant that have been 
  broken apart. As long as the damage is no larger than 1 
  foot in any dimension, you mend it, leaving no trace of the 
  former destruction.
   l
  You instantly cause a defoliated plant to grow foliage, cause 
  a planted seed to sprout, or restore the ability to sprout to 
  a dead seed pod.
   l
  You can cause a 5-foot cube of living plants to flourish 
  with foliage such as leaves and grass. This area can become 
  thick enough to conceal a Medium or smaller creature, 
  or become overgrown enough to become difficult terrain 
  (your choice when you cast the spell).
   l
  You can touch a living plant with 10 or fewer hit points 
  remaining to stimulate regenerative growth.The plant 
  regains 1 hit point at the start of each of its turns for the 
  next minute.  
  NEW CLASS OPTIONS
  Druid
  druid circle
  At 2nd level, when choosing a druid circle, the following 
  option is available: Circle of the Warden.
  circle of The warden
  Every druid has a responsibility to the natural world, but 
  those who join the Circle of the Warden stand as sentinels of 
  nature’s balance. The Circle of the Warden specializes in divi-
  nation and abjuration magics to help foresee possible imbal-
  ances and correct them before they cause irreparable damage. 
  To druids of this circle, people are as much a part of the natu-
  ral balance as plants and animals. As such, these druids can be 
  found providing succor to those affected by natural disasters 
  just as often as to the flora and fauna. In Humblewood, many 
  druids who have joined the Tenders of the Scorched Grove are 
  members of this circle, as its values align quite closely with the 
  tenets of their order.
  hearTbeaT of The land
  Starting when you choose this circle at 2nd level, you form 
  a connection to the natural world around you, and you can 
  sense when it is in danger. You gain proficiency in the Nature 
  and Insight skills. Your proficiency bonus is doubled for any 
  ability check you make that uses either of those proficiencies. 
  Additionally, by spending 10 minutes communing with 
  nature, you can glean the following information about the area 
  within 3 miles of you:
   l
  You learn the general location and severity of any imme-
  diate threats to the environment in the region (forest fires, 
  flooding, blights, etc.).
   l
  You learn if any aberrations, beasts, elementals, fey, or 
  undead are present within range, but not their specific 
  locations.
   l
  You learn the general direction of the nearest portal to an 
  elemental plane.
  Johanna Tarkela
  8
  
  shared burden
  Also at 2nd level, you learn the art of siphoning off harmful 
  elemental energy. You can use this to lessen elemental damage 
  being done to your allies by shouldering some of it yourself. 
  When a creature within 30 feet of you takes cold, fire, light-
  ning, or thunder damage, you can use your reaction to grant 
  that creature resistance against the damage dealt. You take 
  damage equal to the amount taken by the target creature.
  Additionally, you may spend an action to reduce the area 
  of natural or magical effects which deal persistent cold, fire, 
  or lightning damage within 30 feet of you. You may remove 
  up to 20 feet worth of adjacent spaces from the area of such 
  effects per use of this feature. However, for each 5-foot space 
  of energy damage removed in this way, you take 1d6 points of 
  damage of the same type the effect would deal. If the effect is 
  caused by a spell, you instead take 1d6 points of damage per 
  the spell’s level for each 5-foot space removed and, if there are 
  no damage dealing spaces remaining, the effect is dispelled. 
  You have resistance to any damage dealt to you through 
  this feature.
  sympaTheTic shield
  Starting at 6th level, you learn how to channel the energy 
  of your beast shapes into manifestations of nature’s protection. 
  As an action, you may expend a use of your Wild Shape feature 
  to shield yourself or an ally within 30 feet of you in the protec-
  tive armor of a beast spirit. This spirit armor is translucent 
  and doesn’t block line of sight. It can take the shape of any 
  beast you desire, though it must be a form you shape into. The 
  shielded creature gains a +2 bonus to its AC and 1d10 tempo-
  rary hit points for every 3 druid levels you possess. This effect 
  lasts until these temporary hit points are expended or replaced 
  by another ability which grants temporary hit points.
  At 14th level, the spirit armor can retaliate against foes 
  who would attack it directly. Whenever a shielded creature is 
  dealt damage by a target within 5 feet of it, the spirit armor 
  deals 1d8 points of magical bludgeoning, piercing, or slashing 
  damage to that target. This damage type is chosen by the druid 
  when activating Sympathetic Shield. 
  aura of calm
  Starting at 10th level, your presence radiates an aura of 
  soothing natural magic. Whenever you or a friendly creature 
  within 10 feet of you receives healing from a spell, that spell 
  restores an additional number of hit points equal to half your 
  druid level. Additionally, all plants that aren’t creatures within 
  this aura grow thick and plentiful and are restored to their full 
  vigor. Such plants also become safe to travelers while inside 
  the aura, negating difficult terrain caused by plants, including 
  magical effects such as entangle or spike growth, and granting 
  advantage on any saving throws made to resist the harmful 
  effects of such spells. 
  bond of shelTer
  Once you reach 14th level, your service to the natural 
  balance is rewarded, and nature itself rises to protect you 
  and your allies from harm. As an action, you can create a 
  30-foot-radius, 20-foot-tall cylinder of protective energy, 
  centered on your current position at the time you create it. 
  This cylinder lasts for 1 hour.
  As long as you are on the Material Plane or an elemental 
  plane, natural features in the area, including plants, trees, 
  rocks, and water (as well as wind, water, earth, or fire, if on 
  an elemental plane) animate to defend you. If not in a setting 
  where natural features are present, plants, trees, rocks, and 
  other natural elements sprout from the earth before animating.
  When you activate this ability, choose any number of 
  creatures you are familiar with to be immune to the effect. The 
  cylinder affects each other creature in the following ways:
   l
  Affected creatures can’t willingly enter the cylinder unless 
  they succeed on a Charisma saving throw against your spell 
  save DC. The cylinder also protects the area against planar 
  travel for the duration, and therefore prevents any creature 
  from accessing the area by way of the Astral Plane, Ethereal 
  Plane, Feywild, Shadowfell, or the plane shift spell.
   l
  Affected creatures have disadvantage on attack rolls against 
  targets within the cylinder.
   l
  Targets within the cylinder can’t be charmed, frightened, or 
  possessed by affected creatures.
   l
  When an affected creature enters the cylinder for the first 
  time on a turn or starts its turn there, the creature takes 
  5d10 magical bludgeoning damage from the animated 
  nature within.
  Once you use this feature, you can’t do so again until you 
  finish a long rest.  
  9
  Tenders of the Scorched Grove
  
  Tenders of the Scorched Grove
  Warlock
  warlock paTron
  At 1st level, when choosing a warlock patron, the following 
  option is available: The Predator.
  warlock paTron: The predaTor
  Your patron is a primal beast, driven by a bloodthirsty need 
  to hunt. These beings tempt creatures to give in to their base 
  instincts and become apex predators. Ancient white dragons, 
  demons with a bestial bent, and the Amaranthine Kren have 
  all been known to occasionally grant feral powers to those 
  desperate enough to seek their aid. Many who strike a pact 
  with a Predator find themselves forever changed, bearing razor 
  teeth and wicked claws, an aspect of their predatory patron.
  expanded spell lisT
  The Predator lets you choose from an expanded list of spells 
  when you learn a warlock spell. The following spells are added 
  to the warlock spell list for you. Spells marked with an asterisk 
  can be found in the Humblewood Campaign Setting book.
  Spell Level
  Spells
  1st
  hunter’s mark, jump
  2nd
  alter self, ambush prey*
  3rd
  blink, slow
  4th
  dominate beast, freedom of movement
  5th
  contagion, mislead
  bonus proficiencies
  Starting at 1st level, your patron grants you enhanced 
  tracking skills. You are proficient with the Survival skill, and 
  you add double your proficiency bonus to any Wisdom 
  (Survival) skill checks you make. 
  form of The beasT
  At 1st level, you can use your bonus action to channel the 
  ferocity and guile of your patron, transforming into a beastly 
  figure. For 10 minutes, you gain the following abilities:
   l
  You are flooded with adrenaline, feeling nothing besides 
  the thrill of the hunt. You gain temporary hit points equal 
  to five times your warlock level, up to a maximum of 50 
  temporary hit points at 10th level. These temporary hit 
  points last until the end of your transformation. 
   l
  Your senses become supernaturally keen. You have advan-
  tage on Dexterity (Stealth), Wisdom (Perception), and 
  Wisdom (Survival) checks you make to track or stalk 
  your prey. 
   l
  You sprout a set of pointed teeth and razor-sharp claws, 
  which are natural weapons you can use to make unarmed 
  strikes against creatures within 5 feet of you. You have 
  proficiency with these weapons and can use your Charisma 
  modifier for their attack and damage rolls. On a hit, your 
  bite deals 1d6 piercing damage, and your claws deal 1d4 
  slashing damage. If you already had a bite or claw attack 
  (talon attacks count as claw attacks), its damage increases 
  by one step (a d4 becomes a d6, a d6 becomes a d8, etc.). 
  As a bonus action after making a bite attack, you can make 
  a claw attack. 
   l
  Starting at 5th level, your muscles grow, and your move-
  ments quicken. When you take a bonus action to make 
  a claw attack, you make two claw attacks instead of one. 
  Additionally at 5th level, you can take the Dash action as 
  bonus action. 
  You can use this feature twice per short or long rest. At 
  6th level, your transformation lasts for 1 hour instead of 
  10 minutes.
  Christina Kraus
  10
  
  Thrill of The hunT
  At 6th level, you gain the ability to feast on the vitality 
  of your foes while transformed into your Form of the Beast. 
  Once per turn when you hit a creature with your bite attack, 
  you can cause the attack to deal an extra 3d6 points of necrotic 
  damage. You regain a number of hit points equal to the total 
  damage dealt with this attack. 
  Once you use this feature, you can’t use it again until you 
  score a critical hit with a bite or claw attack or until you finish 
  a short or long rest.
  At 10th level, the extra necrotic damage provided by this 
  feature increases to 5d6.
  fearsome presence
  At 10th level, you learn how to channel the presence of 
  a frightful beast, even when not transformed. You can use 
  your action to cause each hostile creature you can see within 
  a 30-foot radius to succeed on a Wisdom saving throw against 
  your spell save DC or become frightened of you for 1 minute. 
  Creatures who fail their saving throw are also restrained until 
  the end of your next turn. A frightened creature can repeat the 
  saving throw at the end of each of its turns, ending the effect 
  on itself on a success. 
  Once you use this feature, you can’t use it again until you 
  finish a short or long rest.
  uncaged beasT
  Upon reaching 14th level, you become even more ferocious 
  when pushed to your limits. While transformed into your 
  Form of the Beast, if you take damage from a creature that is 
  within 5 feet of you, you can use your reaction to make a bite 
  or claw attack against that creature.
  Additionally, when an attacker that you can see hits you 
  with an attack, you can use your reaction to immediately trans-
  form into your Form of the Beast. If you do this, subtract the 
  damage this attack would deal from the temporary hit points 
  granted by your transformation; any excess damage carries over 
  to your hit points. As part of your reaction to transform, you 
  may immediately retaliate against your attacker with a bite or 
  claw attack, so long as your attacker is within 5 feet of you.  
  New Invocations
  feral TransformaTion
  Prerequisite: 7th level
  As an action, you can transform into a dire wolf, giant 
  spider, or giant vulture following the same rules as the  
  polymorph spell, but you retain your Intelligence, Wisdom,  
  and Charisma scores. You also retain all of your skill and 
  saving throw proficiencies, in addition to gaining those of  
  the creature. If the creature has the same proficiency as you 
  and the bonus in its stat block is higher than yours, use the 
  creature’s bonus instead of yours. You maintain the ability to 
  speak and can cast spells that have only a verbal component.
  You maintain this form for 1 hour or until the form 
  drops to 0 hit points, at which point you revert back to your 
  normal form.
  Once you use this invocation, you can’t use it again until 
  you finish a short or long rest.
  Wizard
  arcane TradiTion
  At 2nd level, when choosing an arcane tradition, the 
  following option is available: Leyline Magic.
  leyline magic
  The primal forces which comprise nature have their own 
  magical energy, one which can be harnessed by wizards with 
  proper training. By drawing their power from nature, leyline 
  wizards can tap into primordial reservoirs of magic to gain 
  access to new spells, empower their own spellcasting, or 
  disrupt opposing forces which attempt to take root in their 
  domain. The most powerful of such wizards can sew new 
  leylines, transforming unnatural or inhospitable places into 
  natural paradises with time. These wizards work closely with 
  druids, and they can gradually heal environments that have 
  been blighted or corrupted.
  Christina Kraus
  11
  Tenders of the Scorched Grove
  
  Tenders of the Scorched Grove
  naTural aTTunemenT
  When you choose this arcane tradition at 2nd level, you 
  learn how to attune yourself to the magic of leylines which 
  course through nature. Each day when you prepare your spells 
  in a natural setting, you may also attune yourself to the energy 
  of a leyline. When you do, choose a list of circle spells from 
  the druid’s Circle of the Land which match the environment 
  in which you prepared your spells. These become your leyline 
  spells, and the druid level shown on each list represents the 
  minimum wizard level you must have to access the listed spells. 
  In some cases, you can choose from multiple options based on 
  the terrain (for example, a frozen shoreline might provide you 
  with either the Arctic or the Coast spell lists). You can only be 
  attuned to one leyline at a time. 
  While attuned to a leyline, you gain access to any spells on 
  your current list of leyline spells for which you meet the level 
  requirement. For as long as you are attuned to a leyline, you 
  always have these spells prepared, and they don’t count against 
  the number of spells you can prepare each day. Leyline spells 
  are not copied into your spellbook.
  leyline spells
  Add the following spells to each leyline spell list. These are 
  available to wizards at 2nd level. Spells marked with an asterisk 
  can be found in the Humblewood Campaign Setting book.
  Circle Spells
  Added Spells
  Arctic
  grease, spiny shield* 
  Coast
  create or destroy water, thunderwave
  Desert
  color spray, create or destroy water
  Forest
  entangle, veil of dusk*
  Grassland
  burning hands, elevated sight*
  Mountain
  fog cloud, thunderwave
  Swamp
  faerie fire, veil of dusk*
  Thrum of The land
  Also at 2nd level, you learn how to channel energy from 
  leylines to supplement your spells, infusing them with power. 
  Whenever you are in an environment that matches a leyline 
  to which you are attuned, you can apply one of the following 
  benefits to any leyline spell you cast (chosen when you cast 
  the spell):
   l
  You gain a +2 bonus to attack rolls made with this spell.
   l
  You gain a +1 bonus to your spell save DC for this spell.
   l
  You have advantage on Constitution saving throws you 
  make to maintain concentration on this spell, and you can 
  concentrate on this spell for up to twice as long as it would 
  normally allow.
  At 14th level, you can apply one of these benefits to a 
  single spell of 6th level or higher when you cast it, so long as 
  you are in an environment that matches a leyline to which 
  you are attuned. You can’t use this feature again until you have 
  completed a long rest.
  biorhyThm
  At 6th level, you learn how to channel the leyline’s energies 
  to augment your body’s natural healing. As long as you are 
  attuned to a leyline, whenever you use your Arcane Recov-
  ery feature to regain expended spell slots, you regain 1d8 hit 
  points for each spell slot you recover.
  Additionally, when you complete a short rest in a natural 
  setting, you can attune yourself to a different leyline, following 
  the rules of your Natural Attunement feature.
  naTural disrupTion
  By 10th level, you can channel energy from your leyline 
  to disrupt opposing magic. You can cast counterspell or dispel 
  magic, without expending a spell slot, at the level of the highest 
  spell slot available to you.
  Once you use this feature, you can’t use it again until you 
  finish a long rest.
  leyline weaving
  At 14th level, you have learned how to alter the properties 
  of magic around you, temporarily infusing even unnatural 
  or hostile environments with the power of your leyline. By 
  spending 1 hour in meditation, you can create a new leyline. 
  This new leyline affects a 1-mile-radius area from the spot you 
  meditated upon, which counts as the environment of the list 
  of leyline spells you are attuned to for the purposes of using 
  your leyline abilities. It is hard for a leyline to take root in 
  unfamiliar spaces, and in 24 hours this effect dissipates. 
  However, by using this ability to create the same type of 
  leyline on the same spot each day for a full year, you can cause 
  the effect to be permanent. This will forever alter the natural 
  landscape within the zone you created, and you can choose 
  whether the environment within this zone matches your 
  leyline or combines the features of your leyline’s environment 
  with those naturally present. 
  Anna Christenson
  12
  
  Luma
  ma
  ma
  ma
  LICENSE
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Humblewood/Stretch Goals/Tenders of the Scorched Grove/HW_StretchGoals_TenderoftheScrochedGrove_V0.5.pdf