Base Class: Sorcerer
Arboreal scions are sorcerers who draw their magical abilities from the natural world around them, much like druids. However, unlike druids who establish their bond with nature through mystical means after their birth, an arboreal scion is born with an innate and unbreakable bond to nature.
As an arboreal scion, you were born with the gift to wield primal magic and have learned how to influence and manipulate the natural world around you. Perhaps you’re a part of a long and proud lineage of arboreal scions, dating back hundreds of years, or maybe you were born the child of a dryad? Regardless of how you gained your power, few can command it with the same deftness that you can.
As an arboreal scion, your connection to flora and fauna has led to you manifesting certain quirks and peculiar traits. Roll on the Arboreal Quirks Table below, or come up with your own!
Arboreal Quirks Table
| D6 | QUIRKS |
|---|---|
| 1 | Wild flowers grow naturally in your hair. |
| 2 | Your blood is thick like tree sap and has a shimmering amber color. |
| 3 | A pair of impressive antlers grow from your scalp. |
| 4 | All beasts feel strangely calm and relaxed in your presence. |
| 5 | Whenever you cast a spell, the scent of fragrant flowers lingers in the air. |
| 6 | You often feel nauseous at the sight of withered or burned plantlife. |
Druidic Sorcery
At 1st level, your primal magic allows you to wield druidic magic, unknown to most sorcerers. Whenever your spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Woodland Wanderer
Also at 1st level, your body has begun manifesting strange abilities connected to the natural world. You gain the following benefits:
- You learn how to speak, read and write Druidic.
- Moving through difficult terrain caused by magical or non-magical plants no longer costs you extra movement.
- While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.
Engrained
At 6th level, you can grow sturdy roots like a great tree. While your feet are touching solid ground and you are not incapacitated, you are immune to being knocked prone or moved against your will.
Unwithering Flora
At 14th level, you’ve become the embodiment of the resistance and longevity of nature. You are immune to poison damage, the poisoned condition and disease. Additionally, for every 10 years that pass, your body ages only 1 year.
Frenzied Overgrowth
At 18th level, you can cause magical plants to rapidly grow around you. As an action, you cause magical plantlife to spring forth in a 30-foot-radius sphere centered on you. The area is considered difficult terrain to creatures of your choice and lasts for 1 minute or until you are killed. As part of the action you use to create the plants, and on subsequent turns as a bonus action, you can cause one of the following effects while within the area:
Nature’s Ward. You cause the plants to protect your allies. Creatures of your choice within the area gain resistance to one of the following damage types until the beginning of your next turn; thunder, fire, cold, lightning, poison or acid damage.
Poisonous Thorns. You cause the plants to grow prickly thorns covered in poison. Creatures of your choice within the area must make a Constitution saving throw. On a failed save, a creature takes poison damage equal to 4d8 + your Charisma modifier. On a successful save, a creature takes half damage.
Hallucinogenic Pollen. You cause plants within the area to emit a mind-bending pollen. Creatures of your choice within the area must make a Wisdom saving throw. On a failed save, a creature is either charmed or frightened by you (your choice) until the end of your next turn.
Binding Roots. You cause roots to grow from the ground to ensnare your foes. Creatures of your choice within the area must make a Strength saving throw. On a failed save, a creature is restrained for 1 minute, as the roots begin holding them in place. A restrained creature can use its action on its turns to make a Strength (Athletics) check against your spell save DC, freeing itself on a success.
When you change the effect of your Frenzied Overgrowth feature, the previous effect, if ongoing, immediately ends.
You can use this feature once per long rest.
Previous Versions
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4/22/2021 9:25:56 AM
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7/18/2021 1:40:08 PM
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25
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1/25/2022 10:27:07 AM
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46
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