Base Class: Sorcerer
The power of nature has cradled your very essence, and moves within your every spark of magic. Whether the child of a fey spirit, or a lost wanderer who fell into a pool of mushroom-juice, Groveborn are nourished by the presence of nature. They are often found in deep woods, fungus-filled caves and many other places where the green pervades. A sorcerer blessed in this manner have greater control of all natural life.
Natural Magic
1st-level Groveborn feature
You learn additional spells when you reach certain levels in this class, as shown on the Natural Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Additionally, when your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Natural Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | entangle |
| 3rd | spike growth |
| 5th | plant growth |
| 7th | conjure woodland beings |
| 9th | tree stride |
In addition, consult the Manifestations of the Wilds table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Manifestations of the Wilds
| d6 | Manifestation |
|---|---|
| 1 | Small flowers pop up from the top of your head, decorating your hairline. |
| 2 | Your pupils become similar to those of an animal. |
| 3 | Your veins seem to take the form and color of tree roots. |
| 4 | A breeze whirls leaves up around you. |
| 5 | Your spellcasting focus temporarily grows a layer of thick moss on it. |
| 6 | The howls of distant animals or thunder can be heard. |
Reinvigoration
1st-level Groveborn feature
You gain proficiency in Nature, and learn the druidcraft cantrip. It doesn’t count against the number of known cantrips.
Starting from 3rd level, you can use your bond with the forces of nature to soothe and rejuvenate allies. When you use a Metamagic option on a spell, you can choose a creature within 30ft. It gains temporary hit points equal to 1d4 per sorcery point spent + your Charisma modifier. At the start of your next turn, the creature loses the temporary hit points granted by this feature and regains hit points equal to the temporary hit points lost.
Grovekeeper
6th-level Groveborn feature
You can extend the influence of your essence into the nearby environment. As an action, you can expend 4 sorcery points to start imbuing the surrounding area with the splendor of nature, rapidly growing small fauna and flora, and boosting the resistances your allies. The ground in a 25-foot square centered on you becomes blessed. Any non-hostile creature within the area recieves a +1 bonus to its saving throws. At the start of each of your subsequent turns, the bonus increases by 1, up until a maximum equal to your Charisma modifier.
The effects last for one minute, but ends immediately if you leave the blessed area or fall unconscious. The fauna and flora decays over the next 24 hours, after which it disappears.
Using this feature on the same spot every day for a year makes this effect permanent.
Solar Weave
Starting at 6th level, your body adapts itself to the energies coursing through you.
When you roll hit dice while in sunlight, you may roll twice and take the highest roll.
Additionally, you no longer need to eat or drink, provided you receive sunlight and the morning dew.
Gait of Petals
14th-level Groveborn feature
As a bonus action, you can magically turn invisible for up to a minute, or until you attack or cast a spell. Any equipment you wear or carry is invisible with you. Immediately after becoming invisible, you can teleport to an unoccupied space that you can see within 30ft, or to an unoccupied space adjecent to the location of any plant or tree within 90ft.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 3 sorcery points to use it again.
Circle of Life
18th-level Groveborn feature
Your time as a conduit for natural energies has changed your corporeal and spiritual composition. You gain the following benefits:
- During a short rest, you may spend hit dice to regain sorcery points. You regain one sorcery point per hit dice spent in this fashion.
- You can no longer truly perish. After you die of old age, you come back to life as if the Reincarnation spell was cast on you. You reappear in an infants body in a random location within 100 miles of your place of death.
Previous Versions
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