Base Class: Sorcerer
The influence Makhal has on you begins to take shape. This influence begins to truly link you to nature. Unlike the druids who revere and study nature to learn their powers, someone with Makhal's Influence is a sorcerer imbued with the powers from direct contact with this nature spirit.
A Makhal is seen as a blessing upon the world by those who worship nature spirits.
Primal Magic
Starting at 1st level, your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace 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.
In addition, choose an environment of the natural world that is connected to the source of your primal magic from: arctic, coast, desert, forest, grassland, mountain, swamp, or underdark. You learn an additional spell based on that environment, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
| Environment | Spell |
|---|---|
| Arctic | Ice Knife |
| Coast | Fog Cloud |
| Desert | Expeditious Retreat |
| Forest | Goodberry |
| Grassland | Silent Image |
| Mountain | Earth Tremor |
| Swamp | Ray of Sickness |
| Underdark | Faerie Fire |
Artic
At 1st level, your chosen environment, the source of your primal magic, has granted you the ability to cast Ice Knife as if it were a prepared spell for you.
Coast
At 1st level, your chosen environment, the source of your primal magic, has granted you the ability to cast Fog Cloud as if it were a prepared spell for you.
Desert
At 1st level, your chosen environment, the source of your primal magic, has granted you the ability to cast Expeditious Retreat as if it were a prepared spell for you.
Forest
At 1st level, your chosen environment, the source of your primal magic, has granted you the ability to cast Goodberry as if it were a prepared spell for you.
Grassland
At 1st level, your chosen environment, the source of your primal magic, has granted you the ability to cast Silent Image as if it were a prepared spell for you.
Mountain
At 1st level, your chosen environment, the source of your primal magic, has granted you the ability to cast Earth Tremor as if it were a prepared spell for you.
Underdark
At 1st level, your chosen environment, the source of your primal magic, has granted you the ability to cast Faeirie Fire as if it were a prepared spell for you.
Nature's Instinct
Additionally at 1st level, your natural connection gives you a supernatural awareness. As a result, whenever you make a Wisdom check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Medicine, Perception, or Survival.
Animal Handling
You gain proficiency in Animal Handling.
Insight
You gain proficiency in Insight.
Medicine
You gain proficiency in Medicine.
Perception
You gain proficiency in Perception.
Survival
You gain proficiency in Survival.
Primal Adaption
Starting at 6th Level, you have an affinity with the natural world few can match. You gain the following benefits:
- You gain a climbing speed equal to your walking speed.
- You ignore non magical difficult terrain.
- You can pass through non magical plants without taking damage from the if they have thorns, spines, or some similar hazard.
Verdant Aura
As a bonus action you can activate your Verdant Aura to bless the area around you for one minute. The radius of your Verdant Aura is equal to 5 times your proficiency modifier. Inside the radius of your Verdant Aura, plants begin sprouting rapidly and a faint green light emanates from you. When creatures of your choice end their turn inside of your aura, they regain a number of hit points equal to your proficiency modifier. Any hit points restored in excess of the creatures maximum hit points are converted into bonus hit points. You can use this feature once per long rest, or you spend 3 sorcery points to to use this feature again.
Flourishing Verdant Aura
The growth of plants inside of your Verdant Aura is more rampant and the magical blessings you emanate are more potent. Your Verdant Aura is modified in the following ways:
- Creatures of your choice treat your Verdant Aura as difficult terrain. Plants grow in a manner to purposefully inhibit the movements of those chosen creatures.
- Your movement speed is increased by 10 feet. Plants grow in a manner to purposefully bolster your movement.
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Whenever creature of your choice inside your Verdant Aura would restore hit points, the creature regains additional hit points equal to your Charisma modifier.
Rampant Verdant Aura
Your closeness with nature has grown to an unparalleled amount. Your Verdant Aura gains the following benefit:
You can activate your Verdant Aura as a reaction.
When you activate your Verdant Aura, all creatures of your choice within the aura must make a strength saving throw versus your spell saving DC. On a failed save the creature is restrained. A creature can attempt to break the restraint at the end of each of their turns.
While your Verdant Aura is active you have resistance to bludgeoning, piercing, and slashing damage.
Previous Versions
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8/30/2024 2:14:50 AM
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Coming Soon
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