Base Class: Sorcerer
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Arboreal Essence
Starting at the 1st level, your sorcerous origin allows you to tap into the realm of nature around you. You may access the Druid spell list when choosing your spells. 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 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.
Guardian of The Forests
Starting at the 1st level, your connection to the natural world has imbued in you the knowledge of wielding, and weaving shields forged from the foliage around you. You have proficiency with martial weapons, shields and start with a enchanted wooden shield as part of your equipment. You may summon this shield to your grasp as a bonus action so long as it is within 100ft of you. If the shield is destroyed, or lost; you may spend up to an hour to craft and enchant a new shield for the cost of 10 gold pieces.
Ebonflesh
At the 6th level, your attunement to the natural world around you grants you the gift to harden your own fleshy shell with ethereal Ebonwood. So long as your are not wearing any armor (shields are excluded), you may spend an action and 3 Sorcery Points to imbue yourself with an Ebonwood shell to act as a defensive barrier. The Ebonwood Shell increases the casters AC by 2 + Your CHA mod for 1 hour and does not count as wearing armor.
Dryad Step
At 14th level, your bloodlines teach you further into the secrets of the arboreal creatures. Manifesting the powers of Dryad's, you learn how to use tree's, fungi and vines to traverse the battlefield. You may use various types of living foliage and trees as arcane doorways to teleport up to 80 ft to an unoccupied space directly adjacent to another set of vines, tree, or fungal pod.
Eternal Grove
At 18th level, you may fully embrace the Dryad's soul within you. As an action, you may envelope yourself in a cocoon of living wood and sprout roots in a 40 ft radius around you for 5 sorcery points, for an amount of turns equal to your CHA modifer. When using this action, you must choose which Grove you wish to use.
Fertility: Any allied creatures within the radius of the Fertility Grove, including yourself heal for 2d12 HP, and gain half of the result as Temporary HP at the start of their turn.
Sterility: Any enemy creatures within the radius of the Sterility Grove are considered to be traveling on Difficult Terrain and must make a Constitution Saving Throw equal to your Spellcasting DC at the start of their turn. On a failed save, the creature takes 3d12 Poison damage, and 1d10 Necrotic damage; half as much on a successful save.
While in the cocoon, you have the following effects:
- Your AC is 25
- Your may add your proficiency modifier to your CON saving throws.
- You have Advantage on CON saving throws.
- You can not move, or take any actions or reactions aside from ending Eternal Groves effect.
- You automatically fail DEX saving throws.
You may only use this feature once per Long Rest.







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