Sorcerer
Base Class: Sorcerer

As a Forest Born you can speak to animals and plants with ease and even connect yourself to the essence of nature. Forest Borns typically have stringy vine like hair or cracked bark like skin as proof of their heritage or blessing. Many Forest Born sorcerers decide to live with druid clans to learn how to hone their nature based abilities.

One with Nature

At first level you learn how to speak to plants and animals.

As a Forest Born animals and plant creatures think twice about attacking an emissary of nature. A plant or animal must make a Wisdom saving throw (the DC being your spell save) in order to make an attack roll against you. If they fail the saving throw they must use their turn attacking something else however if they succeed they can then make a attack roll against you. This doesn't affect Area of effect spells such as Fireball.  

Flower Power

Thanks to your heritage you are able to select certain spells from the Druid class at level 1 and cast them using your Charisma modifier as if they were sorcerer spells.

At level 1: Create or Destroy Water and Animal Friendship

At level 3: Flame Blade and Spike Growth

At level 5: Wind Wall and Call Lightning

At level 7: Shape Stone and Conjure Woodland Beings

At level 9: Awaken and Commune with Nature

Nature's Blessing

Your connection to nature has grown and now tries to protect you from harm, you gain the following benefits.

  • Difficult terrain no longer slows you down 
  • When an enemy that you can see makes an attack roll you're able to use the grass or earth to preform a unique reaction by using your Sorcery points. 

When you gain this ability you gain one of the following options

 
Air of Avoidance

The air around you helps you gracefully and agilely dodge any attack thrown your way. Your able to spend a Sorcery point to use your Reaction to grant disadvantage on an attack roll made against you. You can use more points up to a max of two to grant more disadvantage if the creature tries to attack you again using a multi-attack feature.

Disarming Dirt

When a creature makes a melee or ranged attack within 30 ft of you you're then able to spend a Sorcery point to use your Reaction to try and disarm them. The creature must make a Str saving throw DC(Spell save) on a success the creature keeps the item but on a fail the earth springs up taking the item and submerges it five ft underground even if the ground isn't dirt, for example the item could be submerged in five ft of stone. You can spend an extra one or two points to either try to disarm the creature of one or two more items or disarm one or two more creatures of their items.

 

Grasping Growth

The grass springs to life and grows with an alarming speed as it attempts to restrain your enemy. You can use your Reaction to restrain a creature within 60 ft of you. The creature must make a Dex Saving throw with a DC (Spell save + number of Sorcery points used Maximum of three) on a failed save the creature is now restrained for 1 minute but on a success the creature is grappled for one round and unable to use a Reaction for that round.

 

Terra Step

Your control over nature has become strong enough to allow you to travel through the earth itself without disrupting the ground. Which means that you don't leave a tunnel as you travel through the earth. You gain a burrow speed of 60 ft, Tremor sense for 60 ft, and Earth glide.

Earth Glide

You can burrow through non-magical earth or stone. While doing so you don't disturb the material you move through.

Guardian Form

At level 18 as a bonus action you can tap into the raw power of nature and become a guardian of nature allowing you to transform for 1 minute turning your skin into bark giving you a AC of 16+ your Dex mod. You also 20 temporary hit points and you awaken one of the foliage, earth, or water to fight along side you. What's awakened depends on the terrain.

Grasslands/Forest: Tree Guardian

AC: 16 HP: 145 (13d12 + 60) Speed: 30 ft 

STR: 24 (+7) DEX: 8 (-1)  CON: 18 (+4) INT: 8 (-1) WIS: 16(+3) CHA: 14(+2)

Resistances: Bludgeoning and Piercing Vulnerabilities: Fire

False Appearance: While the Tree Guardian remains still it is indistinguishable from a regular tree.

Siege Monster: The Guardian does double damage to objects and structures.

 Slam: +8 to hit, reach 10 ft., one target. Hit 2d8+7

Mountain/Underdark: Stone Guardian

AC: 18 HP: 200 (16d12 + 80) Speed: 20 ft 

STR: 28 (+9) DEX: 4 (-4)  CON: 24 (+7) INT: 6 (-2) WIS: 16(+3) CHA: 10(0)

Resistances: Slashing and Piercing Vulnerabilities: Bludgeoning

False Appearance: While the Stone Guardian remains still it is indistinguishable from a regular boulder.

Siege Monster: The Guardian does double damage to objects and structures.

 Slam: +8 to hit, reach 10 ft., one target. Hit 2d8+9

 

Coast/Desert: Sand Guardian

AC: 14 HP: 110 (11d12 + 40) Speed: 40 ft 

STR: 18 (+4) DEX: 23 (+6)  CON: 14 (+2) INT: 16 (+3) WIS: 6(-2) CHA: 8(-1)

Resistances: Bludgeoning, Piercing, and Slashing Vulnerabilities: Thunder

False Appearance: While the Sand Guardian remains still it is indistinguishable from a regular patch of sand.

Sand Form: The Guardian can enter another creature's space and stop there. It can move through a gap one inch wide without squeezing. When the Guardian stops in a creature's space the creature takes five points of bludgeoning damage.

 Slam: +8 to hit, reach 10 ft., one target. Hit 2d8+4

 

Sea/Swamp: Water Guardian

AC: 15 HP: 120 (12d12 + 40) Speed: 20 ft 90 ft swimming

STR: 8 (-1) DEX: 26 (+8)  CON: 14 (+2) INT: 16 (+3) WIS: 6(-2) CHA: 8(-1)

Resistances: Bludgeoning, Piercing, and Slashing Vulnerabilities: Lightning

False Appearance: While the Water Guardian remains still it is indistinguishable from a regular puddle of water.

Water Form: The Guardian can enter another creature's space and stop there. It can move through a gap one inch wide without squeezing. When the Guardian stops in a creature's space the creature takes five points of Piercing damage.

Slam: +8 to hit, reach 10 ft., one target. Hit 2d8-1

 

Arctic: Ice Guardian 

AC: 12 HP: 90 (10d12 + 30) Speed: 20 ft 

STR: 18 (+4) DEX: 23 (+6)  CON: 14 (+2) INT: 16 (+3) WIS: 6(-2) CHA: 8(-1)

Resistances: Piercing, and Slashing Vulnerabilities: Bludgeoning

False Appearance: While the Ice Guardian remains still it is indistinguishable from a regular cluster of ice.

 Slam: +8 to hit, reach 10 ft., one target. Hit 2d8+4

 

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