Wizard
Base Class: Wizard

The magic of a Spring Wizard is truly a sight to behold. The allure of nature with the resplendence of magic and the arcane. The magics of these wizards comes from the life force present in the world around them, so they tend to live in places rich in nature. A seasoned Spring Wizard can put on quite a spectacle of destruction.

Sakura Shield

Starting at level 2, you can take a bonus turn to put up an arcane shield and block incoming attacks for 3 rounds (including this one), and ending on your third turn. When you take damage, a seemingly sentient shield of arcane petals block the incoming attack and add 3 bonus points to your AC. The Petals will block protect you only from the attacks you with to be protected from.

Field of Berries

Beginning at 2nd level, you can cast a spell that transforms the land around you. The surrounding 120 ft, originating from you, becomes a field of berries. The land is tough terrain for those creatures whom you designate. The berries shine a rainbow of neon colors, and emit light in a 5 foot radius, per berry. Every time a hostile creature moves, they must succeed on a dexterity save with a DC equal to your spell save DC, or take force damage equal to your intelligence modifier. You must take a short rest before being able to use this ability again.

Hand of Nature

Starting at 6th level, you can command the nearby plant life to grasp at your opponent, grappling them or rendering them prone. If a creature within 5 feet of any kind of plant life, the plant will grow and stretch out, forcing the targeted creature to make a strength save with a DC equal to your spell save DC, becoming grappled by the plant on failure, and escaping the grasp on a success. On subsequent turns, you make the plant shove or pin the creature. On subsequent turns, the target makes another strength save, escaping the grasp if it passes the DC. You must take a short rest before being able to use this ability again.

Natural Allure

At 10th level, you can emit a sweet odor from your skin that will waft over to your target and potentially charm them. The target must succeed on a wisdom save with a DC equal to your spell save DC or become charmed, unconditionally listening to all of your orders (unless they involve harming a friend or themselves), until they pass the save on subsequent turns or are attacked by an ally. You must take a long rest before being able to use this ability again.

Bloom of Seasons

Starting at 14th level, you can take an action to plant an arcane seed into the ground which will bloom into an arcane plant, each doing different effects. When you plant the seed, declare which blooming shall take place, choosing from the below options.

You must wait a long rest before being able to plant another arcane seed.

 

Bloom of Winter
On the turn after you plant the seed and declare this season of blooming, the seed grows into a small rose with 7 petals, its petals blue in color. The petals are crystalline and detachable. You can take an action to tear one of the petals off and throw it at a target. The petal breaks upon impact and freezes the target for a turn, while also subjecting them to 2d6 cold damage. Alternatively, you can throw the whole rose at one creature, dealing 8d12 cold damage, and freezing them for 7 turns inside a 15ft x 15ft iceberg, and destroying all rose petals in the process. The rose will shatter when all petals are gone, rendering it useless. The rose gains 3 extra petals, and does an extra d12 cold damage (when thrown altogether), assuming the season to the Winter.

 

Bloom of Spring
On the turn after you plant the seed and declare this season of blooming, the seed grows into a full size sakura tree. The blossoms of the tree fall slowly in a 60 foot radius. Any hostile creatures must pass a dexterity save with a DC equal to your spell save DC, or take 2d6 slashing damage, saving and taking damage on subsequent turns. All allies in this radius are healed by an amount equal to your intelligence modifier. The tree keeps dropping petals for the duration of an hour, upon which it wilts and dies. The tree does an extra d6 damage, and heals a bonus d6 health, if the season is Spring.

 

Bloom of Summer

 

On the turn after you plant the seed and declare this season of blooming, the seed grows into a giant sunflower, towering 15ft in height. As a bonus action you can command the plant to target a creature and attack it. The sunflower turns to face its inflorescence towards the creature emitting a ray of light focusing on them. The targeted creature takes 8d6 fire damage and 2d6 radiant damage. The sunflowers petals fall and the plant wilts after this feature has been used. The sunflower can attack one extra time on a subsequent turn before it dies, supposing the season is Summer.

 

Bloom of Autumn

On the turn after you plant the seed and declare this season of blooming, the seed turns into a withered decrepit tree, bare of any leaves, fruit, or blossoms. As a bonus action, you can command the tree to attack a target. The target takes 4d8 bludgeoning damage, and 2d6 necrotic damage. The tree stays vigilant for an hour, when it dies. The tree does an extra d8 bludgeoning and d6 necrotic damage, considering the season to the Autumn.

 

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