Base Class: Sorcerer
Your soul is bound to the natural world, granting you an affinity for life magic. Contrary to necromancy, however, this power focuses on creating and nurturing life, rather than simulating it. Whether you were blessed by a harvest deity or raised around druids as a verdant spirit, your power was meant to be shared with the world around you.
Verdant Sorcerer Quirks
| d6 | Quirk |
| 1 | Grass and flowers germinate from each step you take. |
| 2 | Flower buds blossom in your presence. A simple tap opens one immediately. |
| 3 | Your eyes change color in tandem with the seasons. |
| 4 | The wind picks up at the sound of your voice, often carrying stray seeds or leaves. |
| 5 | Instead of sweating, you emit a humid vapor from your pores. It smells of petrichor. |
| 6 | Moss inexplicably grows on your body. |
Sprightly Magic
You learn additional spells when you reach certain levels in this class, as shown on the Verdant Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
| Sorcerer Level | Spell |
| 1st | entangle |
| 3rd | barkskin |
| 5th | plant growth |
| 7th | conjure woodland beings |
| 9th | tree stride |
Viridescent Essence
At 1st level, a tiny mote of your arcane vigor clings to your fingertips after casting a spell. When you use an action on your turn to cast a spell of 1st level or higher, you can use your bonus action to bless the ground around you with its essence.
Plants begin sprouting rapidly as a faint green light fills a 15-foot-radius circle centered on you. When you or a willing ally ends their turn within the circle they regain a number of hitpoints equal to the spell level plus your Charisma modifier. The circle lasts until a creature is healed or 1 round has elapsed.
Seasonal Specialty
At 6th level, you can alter the fundamental aspects of your viridescent circle with Sorcery Points. When you summon a circle, you can spend a sorcery point to augment the way it manifests. Choose one of the following options:
Sow the Wind. You release a powerful updraft from the circle, sending up ethereal samaras and dandelion seeds. When an ally first enters the circle they gain an additional 10ft of movement and don't provoke oppurtunity attacks while moving within it.
Evergreen Resolve. Light snows begin to dot the edges of the circle as the spell of pine needles fills the air; a reminder to stay cool even in tough circumstances. All allies gain a number of temporary hit points equal to your Charisma modifier that lasts for one minute. Additionally, they gain a +1 to all saving throws made while inside.
April Showers. A light drizzle pours over the circle, causing nearby flowers and buds to burst open. The fragrant scent is the embodiment of serenity. All humanoids within the circle must succeed on a Charisma saving throw or succumb to the effects of a calm emotions spell until the circle dissipates. Creatures can choose to fail the saving throw if they wish.
Lucky Greensward. You infuse the grass laden with dew with arcane fervor, allowing for the rapid growth of clovers. Whenever an ally within the circle rolls a 1 on the d20 for an attack roll, ability check, or saving throw, they can reroll the die but must use the new roll. If the creature were to roll a 1 again, treat the roll as a natural 20 instead.
Focused Growth
At 6th level, you can offer up nonmagical seeds to use as an optional material component whenever you cast plant growth as an action. When you do they grow instantaneously and bear fruit. Plants grown from this feature will not bear fruit again until at least 1 year has passed since the initial casting.
You can also designate certain stages of life when you cast plant growth in this way. For example, you can designate sprout if you want to collect bean sprouts, or flower if you simply want to grow flowers.
Gaea's Favor
At 14th level, your movement is unaffected by difficult terrain. Additionally, whenever a creature that you can see within 60 ft of you tries to move, you can use your reaction to trip the creature with the aid of surrounding plant life. That creature must succeed on a Dexterity saving throw against your spell save DC or fall prone.
Airborne creatures instead get pulled down by the wayward vines.
Breathing New Life
Over time, your viridescent essence has advanced far enough to even be able to grant consciousness to once-still plants. At 18th level, you can cast awaken without using a spell slot or material components once per long rest. At your choice, you can spend the 8-hour casting time during a long rest without any negative penalties.
Additionally, as an action, you can spend 6 sorcery points to grant limited sentience to surrounding greenery. You cast wrath of nature centered on yourself, which moves with you as if it were an aura. If there are no trees, grass, or vines for the spell to animate, providing the seeds to them will grow them instantaneously and fulfill the conditions of the spell.
Once you have used this feature, you can't do so again until you finish a long rest.
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