Base Class: Sorcerer
Your innate magic was gifted to you by nature itself. Perhaps you were born with a strong connection to the wilds, one of your ancestors was a powerful ranger or druid, or your background has strong animal history. Sorcerers of this domain can often wield the powers of nature in the same way druids can.
New Leaf
At 1st level, you gain a connection to the energies harnessed by druids and rangers. You learn a 1st-level spell from the druid or ranger spell list. Additionally, you learn additional spells from either list when you reach certain levels in this subclass, based on the table below. For example, at 3rd level, you learn an additional 1st-level spell from either list. You cannot learn cantrips from this feature.
|
Sorcerer Level |
Level of Spell Learned |
|
3rd |
1st |
|
5th |
2nd or lower |
|
7th |
3rd or lower |
|
9th |
4th or lower |
|
11th |
5th or lower |
|
13th |
5th or lower |
|
15th |
5th or lower |
|
17th |
5th or lower |
Plantbind
At 1st level, your natural magic physically manifests in the form of plant life. In combat, your body flourishes with natural energy and causes plants to sprout around you, twisting and growing at a rapid pace.
You can use your reaction to allow plant life to entangle an opponent after they attack you (regardless of whether they hit or not). After the attacker hits you, they must make a Strength saving throw against your spell save DC or become restrained by these plants. Only one creature can be restrained at a time, and they are no longer restrained if you move at least 10 feet away from them.
The restrained creature remakes it’s saving throw at the beginning of each of it’s turns, escaping on a success. The plants restraining them can also be attacked, and if they reach 0 hit points the creature is freed (although the plants are not destroyed). The plants have AC 10, hitpoints equal to ten times your sorcerer level, weakness to fire and cold damage, resistance to radiant damage, and immunity to psychic and poison damage.
Nourishment
At 6th level, your body becomes nourished similarly to a plant, and can heal it’s wounds through natural arcana.
When you begin your turn in sunlight, standing at least half submerged in water, standing in dirt, grass or plant life, or hiding inside plants, you regain 1d6 hit points. Once you reach 12th level, this increases to 2d6 hit points.
One With Nature
At 14th level, your body has adapted to the forces and ways of nature, and you walk as one with it’s magic. You gain the following benefits:
- You ignore difficult terrain caused by natural phenomena, such as plants, water and mud.
- You are immune to poison damage.
- Whilst in contact with a plant, such as a tree, you know the location of any other creature also in contact with the same plant.
- You can move more than 10 feet away from creatures restrained by your Plantbind feature without releasing them.
Harmonic Wrath
At 18th level, you can call open the forces of nature to punish opponents whom disrupt the harmony of it’s ecosystems. As an action, you can spend 5 sorcery points to call open natural forces and cause the following effects to occur:
- The effects of the Plant Growth spell take effect, centered on you. You are immune to the movement penalty caused by this spell.
- You can cause either one beast of CR 6 or lower or three beasts of CR 2 or lower to appear in unoccupied spaces within 30 feet of you. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics, and chooses which creatures will appear.
- You and any other creatures within 30 feet of you of your choice regain 5d10 hit points and gain 5d10 temporary hit points.
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