Sorcerer
Base Class: Sorcerer

 

A deep connect with the forests has influenced you, mind and body. You can now touch the living essence of trees and other plants, using that power to control the magical engergy of the multiverse. Decide how this power has affected you physically. Possibly your skin seems green under the right light, or perhaps you've started growing patches of bark and leaves in your hair. These physical manifestations of your power have no mechanical effect. 

As an Arboreal Soul sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you with a bent towards nature? Consult the Arboreal Soul table for a possible origin of your power, or choose your own. 

Arboreal Origins
d8 Origin
1 You were born under a sacred grove in the moonlight.
2 A long forgotten ancestor of yours was an archdruid, and a fraction of their power is present in you. 
3 You were once transformed into a tree or other plant, and upon returning to your normal form you retained some part of their form. 
4 One of the various gods of nature or the forest reached out to you in a dream, and you awoke with a modicum of control over plants.
5 A mad wizard tried to transform you into a treant. It didn't work, but you were infused with some of its power. 

6

Someone mistakenly cast the Awaken spell on you. 

7

You were born from the flower of a tree

8

You drank from a sacred spring as a young child 

Natural Order Spells

1st-level Arboreal Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Natural Order 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, you may use a Druidic Focus for casting any sorcerer spell you know. 

When you cast Speak with Animals or Speak with Plants using this feature, the duration is doubled to 20 minutes. 

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Druid or Ranger spell list. 

Natural Order Spells
Sorcerer Level Spells
1st entangle, speak with animals, druidcraft
3rd barkskin, spike growth
5th plant growth, speak with plants
7th dominate beast, blight 
9th awakentree stride

One with the Forest

1st-level Arboreal Soul feature

When you speak, animals and plants can understand your speech. This ability gives does not give you any special ability to understand them in return. In addition, you have advantage on Charisma based skill checks to influence the behaviour of beasts and plants, including awakened plants. 

You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

 

 

Dampen Elements

6th-level Arboreal Soul feature

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that damage type until the end of your next turn. 

Nature's Veil

6th-level Arboreal Soul feature

You have advantage on saving throws against being restrained and ability checks to escape being restrained or grappled. Difficult terrain caused by plants or other natural obstacles do not reduce your movement speed. You gain tremor sense out to a range of 30 feet.

Barky Exterior

14th-level Arboreal Soul feature

You can forcibly enlarge the bark-like patches on your skin. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for the next 10 minutes. 

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 4 sorcery points to use it again.

Lord of the Forest

18th-level Arboreal Soul feature

As an action you can take root, driving your roots into the ground, and growing bark. For the next 8 hours, or until you end this effect as a bonus action, you gain the following. 

  • Your Armour Class becomes 16, unless it would otherwise be more
  • Your speed becomes 0 and magic cannot move you against your will
  • You gain a +10 bonus to strength and dexterity based ability checks to avoid being moved 
  • You roll Strength and Constitution saving throws with advantage
  • You automatically fail Dexterity saving throws
  • You gain tremor sense out to a range of 120 feet
  • You are immune to the restrained, prone, charmed, and frightened conditions
  • You gain resistance to poison and psychic damage 

While in this form you can converse as normal, and count as doing light activity or resting for the purposes of taking a short or long rest. 

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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