Base Class: Sorcerer
Even if the sorcerer does not realize it, they have some ancient fey blood in your heritage. Even if the sorcerer isn’t fey by race, they have some fey in their bloodline. They have a strong attachment to the forces of nature from this bloodline. They get a strong sense of peace and comfort from nature and the outdoors. Sunlight fuels their power, and the seasons drive their moods.
Affinity With Nature
3rd level Greenblood feature
The sorcerer's birthright grants them a natural affinity with nature magic. They can to chose spells from either the sorcerer or druid spells lists. All their spells are cast based on your charisma score despite which spell list they attain them from. Additionally they will attain the following from this affinity with nature:
- druidcraft as a bonus cantrip,
- sylvan as a bonus language,
- nature as a bonus proficiency.
When they switch out spells they can choose from either the sorcerer or druid spell lists. They cannot switch their druidcraft cantrip for another cantrip.
Blessings of Nature
6th level Greenblood feature
The Greenblood has become more attuned to their natural energies. You can now use any of the following abilities:
- They can focus for a round and a sorcery point to detect if any fey, fiends, celestials, or undead, are within 120' feet of you. If any such creatures are within range the sorcerer will know the distance and direction of the closest applicable creature.
- They can use a sorcery point and a free action to give yourself advantage against enchantment spells for an hour.
- If they can contact direct sunlight, they can use a bonus action and a sorcery point and heal themselves hit points equal to their sorcerer level. Only real sunlight can be used in conjunction with this ability. Magical sunlight does not work in regards to this ability.
Fey Agility
14th level Greenblood feature
At this level you will become more attuned to your fey bloodline heritage and can now move with fey agility. When you do this, you reduce your maximum movement by 10 feet, but you will not incur any attacks of opportunity when moving. Additionally, as long as you are not incapacitated, grappled, or restrained, you will make all dexterity saving throws and ability checks at advantage.
Elemental Adaption
18th level Greenblood feature
When you awaken for the day you may adapt yourself to an element of your choice. You can choose from acid, cold, electricity, fire, necrotic, poison, radiance, or thunder. This takes 10 minutes for this adaption to complete. After you have adapted yourself to the element of your choice, you will be immune to damage from that element until your next long rest. Only one element can be chosen per long rest. Being incapacitated or taking a short rest will not cancel this ability. This immunity last for a maximum duration of one day if the sorcerer never attains an opportunity to rest.
Comments