Sorcerer
Base Class: Sorcerer

Sorcerers with the blood of bark and bloom contain innate magic that stems from a close connection to nature. You are attuned to the subtle changes in the magic of the natural world.

Blooming Magic

You learn additional spells when you reach certain levels in this class, as shown on the Bark and Bloom 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.

Bark and Bloom Spells
Sorcerer Level Spells
1st healing word, goodberry
3rd find steed, spike growth
5th mass healing word, speak with plants
7th blight, fabricate
9th greater restoration, mass cure wounds

Grove Musician

 Beginning at 1st level you gain proficiency in a musical instrument of your choice and may use that instrument as a spellcasting focus for your sorcerer spells. This musical talent also gives you expertise in the performance skill

The magic of your music can alter the natural world around you. You can now use performance when making a check with woodworking tools. Your voice sings the wood into shape.

 

Verdant Casting

Starting at 1st level you have access to druid spells. You are so intune with nature that when you cast Thorn Whip you gain the following benefits.

  • When you cast a healing spell as an action you may make 1 attack with your whip as a bonus action. 
  • the whip becomes an extension of your magical abilities and you can now use it's range to cast spells with a range of touch.. 
  • Instead of pulling creatures 10 feet towards you, you can now push a creature 10 feet away from you as well. However, you cannot push creatures past the range of the spell. 

Botanical Seranade

At 6th level, you can expend 3 sorcery points as an action to begin singing a song of the forest. The song lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

While singing your song, you retain your game statistics, but your body becomes wreathed in flowers, leaves, and vines. You gain the following benefits whenever you begin singing your song of the forest.:

  • You gain temporary hit points equal to twice your sorcerer level and temporary hit points equal to half your sorcerer level at the start of each of your turns.
  • When you heal a creature, it also gains additional hit points equal to your Charisma Modifier(minimum of 1). If the creature healed is a Plant, it gains hit points equal to twice your Charisma Modifier(minimum of 2).
  • Large roots grow in a 15-foot-radius circle on the ground centered around you, turning the area into difficult terrain for creatures of your choice, and move with you. On each of your turns as a Bonus Action, you can attack a creature in your radius with your thorn whip. The roots deal additional damage equal to your Charisma Modifier on a hit.

Oaken Fortitude

Starting at 14th level while singing your Botanical Serenade, you now gain the following benefits.

  • Creatures of your choice up to your charisma modifier gain your temporary hit points if they start their turn in your 15-foot radius.
  • When you heal a creature, you can also cure them of the poisoned or charmed conditions.
  • Your roots do an additional 1d6 damage.

Verdant Sanctuary

Starting at 18th level you can make combat a sanctuary for you and your allies. You learn the spell Druid Grove and doesn't count against your spells known. Additionally, you can invoke the spirits of nature to protect an area outdoors or underground and can cast druid grove as an action once per long rest without preparation or expending a spell slot. 

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