Base Class: Sorcerer
Fir needles grow amongst your hair and your skin sometimes get a bark-like texture. You know it’ll come a day when your hair is completely replaced by needles, when your skin is forever rough, your limbs rigid and your feet deeply rooted. Unless injury or sickness takes you first, instead of growing old you'll grow into a magnificent fir.
Nature Spells
You learn additional spells when you reach certain levels in this class, as shown on the Nature 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.
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 a transmutation or a divination spell from the druid or sorcerer spell list.
|
Sorcerer Level |
Spells |
|
1 |
Entangle, Thorn Whip, Goodberry |
|
3 |
Spike Growth, Barkskin |
|
5 |
Plant growth, Speak with Plants |
|
7 |
Guardian of Nature*, Grasping Vine |
|
9 |
Commune with Nature, Tree Stride |
*When casting Guardian of Nature, you always take the form of the tree.
Additionally, your connection to ley lines gives you an understanding of natural forces. You gain proficiency in the Nature and Medicine skills if you don't already have it.
Rooted Defence
When casting spells you can draw upon ley lines, melding you to the earth and augmenting your power. Immediately after you cast a sorcerer spell of 1st level or higher , if you are on the ground you can choose to become rooted as a bonus action. While rooted, your movement speed becomes 0, you gain a +2 bonus to AC, a +2 bonus to Constitution saving throws, and whenever you cast a spell you can add your Charisma modifier to one of the spell's damage rolls. You remain rooted until you are no longer concentrating. While rooted you cannot be forcibly moved, and teleporting breaks your concentration.
Supernatural Connection
You know how to expand your awareness of nature. As a bonus action, you can sense the location and basic nature of non-hostile plants within 120 feet of you for 1 minute. This feature doesn't detect plants that are Tiny (Plants connected via their roots such as grass are considered Small or bigger). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
While this feature is active, as a bonus action, you may see through the senses of a plant you sense through this feature, gaining the benefits of any special senses that it has (treating plants as having a blindsight of 40 feet) until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
Delivered Spell
You can channel your magic through natural beings. When you cast a spell, you can spend 1 sorcery point to cast it as if you were in the space of a plant you are aware of through your Supernatural Connection feature, using your own senses, including senses gained through spells or abilities.
Wild Aspect
You can borrow traits from the inhabitants of nature. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, if you are aware of a plant fulfilling the requirements through your Supernatural Connection feature. The effects last until the transformation ends:
- From a plant with spikes, spines, or thorns: You grow spikes over your clothing and armor. When you are hit by a melee attack, you deal 1d10 piercing damage to the attacker (2d10 if you are rooted).
- From a flowering or fruiting plant: Your skin turns green and plant-like. At the start of each of your turns, if you are in a brightly lit space, you gain 1d10 temporary hit points (2d10 if you are rooted).
- From a plant growing submerged in water: Your skin turns deep green and for the duration you can breath both in air and in water.
- From a fully grown tree: Your skin turns rough like thich bark and you gain the benefits of the spell Barkskin for the duration giving you an AC of 16 (20 if you are rooted).
- From any plant: You borrow aesthetic aspects to enhance your social presence. You gain advantage on Charisma (Performance) and Charisma (Persuasion) checks if the creatures you are trying to influence find those aspects charming.
Scion of Nature
You have become an emissary of the natural world. You gain resistance to bludgeoning and piercing damage, and immunity to poison damage. Plants that you conjure with your spells do not wilt away or otherwise disappear due to those spells ending unless you allow them to, instead remaining without any magical effects and no longer under your control.
When you are damaged by a creature within 60 feet, you may use your reaction to entangle the creature in magical vines. The creature must make a Strength saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is restrained until the beginning of its next turn. On a successful save the creature takes no damage and isn’t restrained.
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