Base Class: Sorcerer
Your powers flow from the land itself, springing forth like a geyser or strong and reliable as the mountains. Perhaps it was a natural phenomenon at the time of your birth, perhaps it is a bit of fey or elemental blood running through your veins, perhaps both, but you have always felt a connection to the natural world around you. This magic is as old as the world itself, and just as mysterious. Do you accept the mystery or do you seek to understand the origin of your powers? or do you fear the power to tear the very world apart that now rests in your hands?
Magic Homeland
At 1st level, you choose one type of terrain as your magical homeland. The material associated with each terrain is used by features you gain later.
Magic Homeland
|
HOMELAND |
MATERIAL |
|---|---|
|
Arctic |
Ice |
|
Coast |
Water or Wind |
|
Desert |
Wind |
|
Forest/Jungle |
Vegetation |
|
Grassland |
Soil |
|
Mountain |
Stone |
|
Swamp |
Water or Vegetation |
You are proficient in the Nature skill, whenever you make a Nature check relating to your homeland, your proficiency bonus is doubled if it applies to the check. Additionally, your party is not slowed by difficult terrain and cannot become lost in your homeland.
Arctic - Ice
Your magic is tied to the icy-wastes of the arctic.
Coast - Water
Your magic is tied to the crashing waves of the coast.
Coast - Wind
Your magic is tied to the steady winds of the coast.
Desert - Wind
Your magic is tied to the howling winds of the desert.
Forest/Jungle - Vegetation
Your magic is tied to the dense vegetation of the old growth forests/jungles.
Grassland - Soil
Your magic is tied to the fertile soils of the grassland.
Mountain - Stone
Your magic is tied to the stony heights of the mountains.
Swamp - Vegetation
Your magic is tied to the dense vines of the swamp.
Swamp - Water
Your magic is tied to the boggy waters of the swamp.
Magic of the Land
As the old magic suffuses your body, it grants you access to nature-based spells. At 1st level, you learn the druidcraft cantrip. In addition, you gain access to the druid spell list, whenever you learn a spell in this class or replace a spell you know with another you may choose a spell from the druid spell list or the sorcerer spell list. Regardless of which list a spell comes from Charisma is your spell-casting ability for that spell.
At 3rd level, you learn to use your magic to wrap yourself in a cloak of the material associated with your homeland. You learn barkskin, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can only cast it on yourself and it doesn't require your concentration to maintain it.
Manipulate Nature
Starting at 6th level, your connection to your homeland and the associated natural material grows. You can use an action to expend a spell slot to manipulate the material associated with your homeland in anyway you see fit. You can create/destroy or manipulate such material within a radius of 10ft-times the level of the expended spell slot, that is centred on yourself. Creatures and areas of your choice within the radius are affected by your manipulation.
These manipulations can take many forms but cannot deal damage, for instance:
- creating walls, platforms, ladders, or other structures that are completely within the radius of your manipulation. These are resistant to non-magical physical damage and have an AC of 10. Each 5ft cube of material has hit points equal to twice your sorcerer level.
- digging tunnels, or making the area difficult terrain.
- pushing or pulling creatures to a new location within the radius. If the creature is unwilling it can make a Strength saving throw against your spell DC to resist this movement
- trapping or restraining creatures within the radius. If the creature is unwilling it can make a Dexterity saving throw against your spell DC to resist becoming restrained. Creatures that fail this saving throw can use their action to make a Strength check against your spell DC to break free.
These changes are permanent and stationary until dispelled by a dispel magic vs the spell slot expended or you dismiss them using an action.
Shapechanger
At 14th level, you can blend seamlessly into your home environment by adopting an animal form. You choose one non-humanoid creature native to your homeland of a CR <= 3. You can spend 5 sorcery points to cast polymorph on yourself without expending a spell slot to transform into this creature as a bonus action, doing so does not take your concentration and you retain your Intelligence, Wisdom and Charisma scores as well as all class features, but you cannot benefit from any equipment you carry. You can cast your spells as normal but you cannot provide material components in your creature form.
Violent Manipulation
Beginning at 18th level, you improve your ability to manipulate the natural world around you allowing you to create more refined structures such as tidal waves, thorny vines, or stone spikes. When you use your Manipulate Nature feature you can cause up to 1d8 per spell slot level of non-magical piercing, slashing or bludgeoning damage to creatures you attempt to move or restrain with your manipulation. If affected creatures succeed on their saving throw to resist the movement/restrain they take half damage.
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