Base Class: Sorcerer
It could be a dryad was your mother. You may have been placed in a magical spring in the center of a forest glade as a babe to cure a illness. A forest hag may have kidnapped and raised you. Perhaps a Treent stood silently over your family’s generational home over hundreds of years hid among the foliage. Maybe a god of nature blessed you at birth. Whatever the case may be your soul has a special connection with the Green. All things that grow in the dirt, drink of its water and glory in the sun are connected to you. You have a innate sense of the growing things around you and can encourage them to flourish or wither. The creatures of the world may share the space with the Green but at the end of the day, everything that takes from the Green will one day fertilize it.
Expanded Spell List
Thorn Whip, Druid Craft - Cantrip
Goodberry, Detect Poison and Disease - 1st Level
Barkskin, Protection from Poison - 2nd Level
Plant Growth, Speak With Plants - 3rd Level
Guardian of Nature, Grasping Vine - 4th Level
Tree Stride, Wrath of Naure - 5th Level
Transport Via Plant, Wall of Thorns - 6th Level
Regenerate, Mirage Arcane - 7th Level
Control Weather, Earthquake - 8th Level
Shapechange, Storm of Vengeance - 9th Level
Deep Rooted
Starting at 1st Level due to your plant like connection to the earth you have a Tremorsense out to 60 feet.
When you reach 3rd Level in this class you learn the spell Spike Growth, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you and creatures of your choice can ignore it as difficult terrane and do not take damage by moving through it.
Potent Pollen
At 6th Level you begin to lightly give off a magical pollen like cloud. By spending 3 sorcery points you can as a bonus action create a explosion of pollen or spores that lasts 1minute. Chose one of the following effects when you use this ability.
Drowsy Pollen - In a 20 foot radius you give off a cloud of drowsy pollen. Creatures that start their turn in this radius make a DC 15 Wisdom saving throw, if failed the creature is Stunned until the beginning of their next turn. If they succeed they become imune to the effects of the cloud. You may spend 1 sorcery point for every creature you do not want affected by this.
Stimulating Pollen - In a 10 foot radius you give off a cloud of stimulating pollen. Allies in this radius have a bonus to their Inititive equal to half(rounded down) your proficiency modifier. You may spend as many sorcery points as you wish to increase this number an equal amount.
Toxic Spores - In a 20 foot radius you give off a toxic cloud of poison spores. Creatures that start their turn in this radius take 1d6 poison damage. You can spend 1 sorcery point for every creature you do not want affected by this.
Medicinal Spores - In a 10 foot radius you give off a healing cloud of medical spores. Allies that start their turn in this radius heal 1d4 health points. When an ally benefits from this you may spend as many sorcery points as you wish to increase the number of d4 an equal amount.
Photosynthetic Regeneration
Starting at 14th Level your connection to the Green has granted you the ability to feed, grow and regrow like a plant. You age at half the rate of your race. So long as you have access to hydrated earth you do not need to drink. If you have access to sunlight you do not need to eat. Other than beheading, dismemberment does not kill you unless you are at 0 hit points. If you have acess to both earth and sunlight you can spend 24 hours regrowing a plant like copy of any lost limb and up to half your body mass other than your head. Healing in this way consumes all of your hit die and does not heal your hit points.
Graphed Doppelganger
Starting at 18th Level your sorcerous spark is tapped into the network of the Green. You spark can move between copies of yourself. You may spend 10 Sorcery Points to grow a plantlife clone of yourself. This process takes 1 hour.
The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. This plantlife clone withers away becoming nothing more than dead plantlife after 2 hours of creation if the soul of the original has not been transferred. If the original body has no soul it too withers away into nothing more than dead plantlife.
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Posted Apr 19, 2023PLease add the spell list. only way to do this is to add them to the class itself. instead of just spell options
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Posted Jul 11, 2022I might be wrong but the expanded spell list doesn't seem to be working. is there a newer version of this where it is? if yes please let me know.