Doriad Wild Growths

There are no 'genetics' when it comes to the mystically conjured Doriad. Each member of the species is wildly unique, and capable of slightly different feats of natural magic. Doriad select two wild growths at character generation, as per the 'Aspect of Nature' racial feature.

Wild Grass
Your connection to nature enables you to wildly stimulate plant growth. Once per rest, you may cast the Entangle spell as an innate primal spell, using your wisdom modifier as your spellcasting ability.

Song of Nature
You are a manifestation of the forest, and can summon it's blessings. You learn a single cantrip and a single 1st level spell from the primal spell list, the 1st level spell may be cast twice per rest, each using your wisdom modifier as your spellcasting ability.

Grasping Reach
You can morph and extend your arms into vines. When you wield a melee weapon that, doesn’t have the reach tag, and deals at least 1d6 damage, you can change between a typical grip and an extended grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.

Creeping Tendrils
Fine tendrils emitting from your form can anchor you to surfaces, even vertically. You gain a climbing speed of 10 feet.

Natural Connection
You may communicate with plants through a mystical mental bond. This is not a language, and plants cannot communicate complex concepts via this connection. Instead, you may show your memories, or conjure new mental images to show to the plant and it will respond with one of two mental chimes, 'positive' or 'negative'. These can correlate to yes or no responses, or to the plant's feelings about a matter. If no response is received, the plant cannot provide information or it's feelings.

For example, wishing to know if someone passed through the area recently, the Doriad imagines a group of people walking past the plant, the plant responds with a positive chime, affirming that something approximating this event happened.

Natural Healer
You are quite knowledgeable about the ways the bounties of nature can be used to restore yourself and others to health. You gain the Natural Medicine feat.

Natural Alchemist
You were practically formed from the root with a knowledge of botany and it's many applications. You may perform alchemical crafting, and may use the Nature skill instead of the Craft skill for alchemical crafting. You learn the formulas for four 1st level alchemical items of your choosing.

Additionally, if you make your daily preparations in an area of wilderness, you gain two batches of infused reagents to be used immediately in the preparation of two infused alchemical items for which you have the formula. This preparation takes no additional time or resources. Infused alchemical items are identical to their mundane counterpart, but become inert and useless if not used within 24 hours or your next daily preparation, whichever comes first.