The Arbor-Arbor Fruit

Level 1:

  • Forest Body: Your body becomes intangible woods, allowing you to conjure, manipulate, and become any known plant life. You no longer need to eat, as your body can now absorb nutrients from the sun so long as it is available. To do so you must stand in an area of full sunlight for at least 4 hours. You gain one level of exhuastion for every 24 hours you spend without doing this, unless you are regularly eating and drinking. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. At this level of mastery, you also gain a vulnerabilty to fire damage.
  • Arbor Action: As an action on your turn you can create within range or produce from your body a form of forest plant life(trees, bushes, grasses, shrubs, vines, etc.). The range for this feature at this level of mastery is 20ft., and can only originate from surfaces(you cannot create plants out of thin air). When you activate this feature, you pick one of the following abilities to base your action off of(discuss with your DM how you might use this power in abstract):
  1. Defence- You can make your skin like hardened tree bark, increasing your AC by 2(up to a maximum of 18).
  2. Attack- You create a solid piece of plant life that strikes out at a single target. Make a ranged weapon attack against a single creature within range. On a hit, that creature takes 2d6 bludgeoning, piercing, or slashing damage(depending on what kind of plants you choose to use in the attack). You do not add any modifiers to this attack at this level of mastery.
  3. Grasp- You create a plant that can bind creatures or grab items/objects(grass grows around a creature's feet, vines shoot out to grab a weapon off the ground, a small tree sprouts under a creature, etc.). You target one creature of Large or smaller size within range. That creature must succeed on a DC 15 Dexterity or Strength saving throw or be restrained by your plants. A creature restrained in this way can repeat the save at the start of each of its turns, ending the effect on itself on a success. Alternatively you can use this ability to grab and move objects within range. You cannot use this ability to take items held or wielded by other creatures at this level of mastery.
  4. Supplies- You grow enough plant-based food to feed a number of Medium sized creatures equal to your proficency modifier in an unoccupied space within range. Items and supplies created by this ability disappear after 24hrs. If you have any levels of exhaustion, you cannot make use of any function of this ability.
  5. Growth- You cause a 10ft. square patch of ground to become fertile for 1 year, and you cause any plants that already occupy the area to grow rapidly, allowing them to reach maturity within 1 hour.
  • Arbor Arbitrator: As an action on your turn you can instantly grow a single tree, shrub, or vine of any size or shape that you choose from your body or in a space of earth you can see within 30ft. of yourself(you can use this ability to manipulate existing plants as well). A tree created in this way can be no larger than 60ft. in height and 10ft. thick. A shrub created in this way can take up a 20ft. square of space, be 5ft. thick, and can be made solid or permeable to creatures attempting to cross it. A vine created in this way can be up to 120ft. long and no more than 3 inches thick(the vine takes on the properties of basic rope). As a bonus action on your turn, you can animate any plant you have already affected with this ability to change its shape within the given dimensions. The plants you create with this ability are permanent. You can use this ability a number of times per long rest equal to half your proficiency modifier.

Level 2:

  • Improved Arbor Action: The range of your Arbor Action increases to 40ft. You gain the following improvements to your Arbor Action abilities:
  1. Attack- Damage dealt by this ability increases to 4d6. You may now add your proficiency modifier to attacks made with this ability.
  2. Grasp- Save DC for this ability increases to 16.
  3. Supplies- You can now create simple hand tools and weapons out of plants. You cannot create sets of advanced tools(i.e. toolsets that require proficency to use) using this ability. You are now able to create enough food to feed a number of creatures equal to twice your proficiency modifier.
  4. Growth- The area you can affect with this ability increases to a 20ft. square.
  • Seed Bomb: You can choose to create a number of seed pods in your hands equal to your proficiency modifier. When thrown, the seed pods explode violently on impact, showering sharp chunks of hard material in a 10ft. diameter circle. Creatures within the radius of an exploding seed pod must succeed on a DC 16 Dexterity saving throw or take 5d6 piercing damage.
  • Improved Arbor Arbitrator: You can now grow and manipulate any kind of plant you are familiar with using this ability. To become familiar with a plant you must spend at least 1 week studying a live specimen, during which time you must spend at least 4 hours per day doing nothing but studying the plant.
  • ~The limits on the dimensions for each new plant you become familiar with are dependant on the plant in question, consult with your DM to establish them before use if possible.

Level 3:

  • Advanced Forest Body: You are no longer vulnerable to fire damage.
  • Advanced Arbor Action: The range of your Arbor Action increases to 60ft. You are now able to use your Arbor Action abilities as a bonus action. You gain the following improvements to your Arbor Action abilities:
  1. Attack- Damage dealt by this ability increases to 6d6.
  2. Defense- You can now raise your AC up to a maximum 20 with this ability.
  3. Grasp- Save DC for this ability increses to 18. You can now attempt to take an item being carried or wielded by a creature by having a Dexterity(Sleight of Hand) contest with that creature. You add your proficiency modifier to your roll for this contest, even if you are not proficient in Sleight of Hand. If you are already proficient, you instead add double your proficiency modifier to your roll for the contest.
  • Fireproof Forest: You can use your reaction in response to seeing fire of any kind to create a plant-based barrier against that fire. When you do this you instantly create a 5ft. thick wall of fireproof trees that can surround a 60ft. square area or a circle 40ft. in diameter(you choose the exact size and shape of the barrier). Creatures caught within the barrier when it is created are removed to an unoccupied space within 5ft. of the barrier. Alternatively, you can create enough personal-sized barriers to cover a number of Medium sized creatures that you can see equal to your proficiency modifier. When created the barriers negate any fire damage targeted at creatures within them and smother any flames that they cover upon creation. The barriers created by this ability last for 24 hours or until you choose to dispel them with a bonus action. You can use this ability a number of times per long rest equal to half your proficiency modifer.
  • The Hills are Alive: As an action on your turn, you instantly create either a wall of solid brush/trees, or an area of thick and dangerous shrub/vine growth from a point on a surface that you can see within 60ft. of yourself. The wall/area lasts for 10 turns or until you dispel it using a bonus action. You can use this ability a number of times per long rest equal to half of your proficiency modifier.
  • ~If you choose to make a wall; You choose to make the wall up to 60ft. long, 10ft. high and 5ft. thick or a circle that has a 20ft. diameter and is up to 20ft. high and 5ft. thick. You can choose to have this wall block line of sight or not. A creature moving through the area affected by this ability must spend 4 feet of movement for every 1 foot that it moves. A creature must make a DC 17 Dexterity saving throw when it first enters the affected area or ends its turn within. On a failed save, a creature takes 6d6 piercing damage or half as much on a success. Furthermore, when this ability is first used any creatures within the affected area must also make the saving throw.
    ~If you choose to make an area of plants; You cover an area within range(either a 30ft. diameter circle or a 20ft. square) with pointy, tangling plants that cover the ground. A creature that enters this area must spend 4 feet of movement for every 1 foot that it moves, and that creature also takes 4d4 piercing damage for every 5ft. it moves through the affected area. Furthermore, when this ability is first used any creatures within the affected area must also make a DC17 Dexterity or Strength saving throw or be restrained by the plants. When restrained in this way, a creature takes 2d4 piercing damage at the end of each of its turns, taking an extra 1d4 piercing damage for each additional turn spent restrained after the first. A creature restrained in this way can repeat the save at the start of each of its turns, ending the effect on itself on a success.

General Information:

  • Devil Fruit Category: Logia
  • Notoriety: Obscure
  • Estimated Worth: 500,000-1,000,000 gp
  • Status: Unknown
No image of this fruit exists(yet).