Conclave of the Tree-Kin
Tree-Kin are rangers who have bonded themselves to the collective spirit of plant-life, who in turn grants you a wooden companion. Through this bond of blood and sap, the two of you represent the tenacity and power nature can provide.
Blessing of the Green
Upon taking this Conclave at 3rd level, your connection to plantlife provides you the following benefits:
- You learn the Thorn Whip cantrip, which is a ranger spell for you.
- You gain a climbing speed equal to your walking speed when climbing plants.
- You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Verdant Companion
Also at 3rd level, nature has provided you a stout plant friend. As an action, you can magically summon this sentient plant. It appears in an unoccupied space of your choice within 30 feet of you.
Your verdant companion is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Verdant Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of your verdant companion, such as its color and texture, what plant it resembles, and its size; your choice has no effect on its game statistics beyond its size.
In combat, your verdant companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your verdant companion can take any action of its choice, not just Dodge.
Your verdant companion remains until it is reduced to 0 hit points, until you use this feature to summon it again, or until you die. Anything your verdant companion was wearing or carrying is left behind when it vanishes.
Once you summon your verdant companion, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Bond of the Wild
At 7th level, your bond to plants empowers your verdant companion. Your verdant companion gains the following benefits.
- Its Vine Whip attack deals an extra 1d6 bludgeoning damage, and can pull their target 5 feet towards them.
- It gains a climbing speed equal to its walking speed, allowing it to move across vertical surfaces and ceilings.
- It can breathe both air and water.
- While it has 0 temporary hit points, it gains 1d10 temporary hit points when it starts its turn in bright light, or half as much in dim light.
Striking from the Roots
At 11th level, you can now choose to summon your verdant companion at a Large size.
As an action, you can cause creatures of your choice within 30 feet of you to make a Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is restrained by roots and branches for the next minute. A creature takes half damage on a success and is not restrained.
A creature restrained in this way can use its action to repeat its save, breaking free on a success.
You can use this feature through your verdant companion's space. When doing so, it causes the 30-foot area around it to become difficult terrain for hostile creatures.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Tree House
At 15th level, your verdant companion is at the peak of its plant power, gaining the following benefits:
- Its Vine Whip attack deals another 1d6 bludgeoning, (for a total of 2d6 extra damage).
- While riding your verdant companion or within 5 feet of it, any damage you take is instead dealt to your verdant companion instead.
- An invisible extradimensional space exists within your verdant companion, which you or any friendly creature within 5 feet of it can enter as an action. This space can hold a certain amount of creatures based on your verdant companions size (2 Small creatures or you if you are Medium when it is Small, 3 medium or smaller creatures when it is Medium, or 6 Medium or smaller creatures when Large). Attacks and spells can't cross in or out of the extradimensional space, but you can see out of it as if you were in your verdant companions space. Anything inside this space drops out when your verdant companion vanishes.

