Sorcerer
Base Class: Sorcerer

Verdant Soul

You are a child of the earth, a being of life, nature, and all that grows under the sun (and perhaps that which grows without the sun). You may have been exposed to an area aflush with the energies of the Elemental Chaos, or you might find your lineage has a connection to an ancient coven of druids, dryads, or even the Feywild. The influence of nature is strong and without subtlety. Your abundance of life is noticeable, and affects both your body and your personality. At your option, you can pick from or roll on the Verdant Soul Sorcerer Quirks table to create a quirk for your character.

d6                                      Quirk

1        Your body is made up entirely out of plant matter.

2        Everyone enjoys a lil sun, but you're distraught if you're without it for too long

3        Your body, and perhaps your attitude, seems to change with the seasons.

4        You occasionally need to be reminded to stop eating bugs.

5        Metal is a bit uncomfortable for you to touch.

6        No matter what you do, you always seem to smell like some contraband substance.

Nature's Reach

  • At 1st level, you can naturally form a vine from your arms with a range of 30 feet. You can use your action to conjure & control it. You can dispel it at any time (no action required).
  • You can use the vine to attack a target within range. You make a melee spell attack against the target. On a hit, you deal 1d10 magical piercing damage. This abilities' damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • You can grapple a target within range, using a Charisma instead of Strength. This is considered to take up use of a hand. While grappling a target you can move them up to 15 feet, during your turn, once per round, in any direction within range as long as they're Large or smaller.
  • You can attempt to shove a target within range, using Charisma instead of Strength.
  • You can use the vine to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can't carry more than your Charisma score times 15 in pounds.
  • You can stow or retrieve an object in or out of a container worn or carried by another creature. You can perform this task without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

Verdant Aura

At 6th level, by spending 3 sorcery points, you can create one of the following auras, which extend out from you for 15 feet, for 1 minute. You must be conscious to maintain this aura.

  • Nature's Charm: You and all friendly creatures have advantage on Charisma checks.
  • Nature's Boon: You and all friendly creatures gain temporary hit points equal to your Charisma modifier plus your proficiency modifier. You can use your bonus action to grant these hit points again while this aura is still active.
  • Nature's Grace: You and all friendly creatures become invisible. Any creature in this aura that attacks or casts a spell immediately becomes visible.
Nature's Boon

You and all friendly creatures gain temporary hit points equal to your Charisma modifier plus your proficiency modifier. You can use your bonus action to grant these hit points again while this aura is still active.

Nature's Charm

You and all friendly creatures have advantage on Charisma checks

Nature's Secret

You and all friendly creatures become invisible. Any creature in this aura that attacks or casts a spell immediately becomes visible

Botanical Biology

Starting at 14th level, the primal nature of your body causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Sylvan Stride

At 14th level, you can enter plant life, such as trees, as if you had a burrowing speed. If there is not enough room to fully enter one, it may act as half-cover. If you fully enter, you must end your turn outside of it or be shunted out and take 5 force damage.

Verdant Champion

At 18th level, your Aurora Aura's radius increases to 30 feet, and while it is active, all creatures affected by it have advantage on saving throws against magical effects.

Expanded Spell List

You may choose to learn one additional spell when you reach certain levels in this class, as shown in the Verdant Soul Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Verdant Soul Image

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