Sorcerer
Base Class: Sorcerer

Botanic sorcery is an intricate form of magic, revolving around the profound connection between practitioners and the wolrd's flora. Rooted in the fundamental energies of nature, this Sorcerous origin empowers its users to commune with plants, harness their innate properties, and wield their diverse abilities. Through whispered incantations and gestures, these spellcasters can manipulate plant growth, channel the healing essence of herbs, and even command the latent powers of plants for offensive or defensive purposes.

Botanic sorcery is a harmonious dance between wielder and plant, a delicate balance between nurturing caretaker and awe-inspiring manipulator. Whether conjuring lush foliage in barren lands or entwining adversaries with thorny tendrils, those who delve into botanic sorcery tap into the ancient secrets of the vegetal world, uniting their essence with the verdant forces that shape the tapestry of life itself.

Botanic Intuition

You have an almost innate connection with all plant-life around you. As such you gain the following bonuses:

  • You can cast the Speak With Plants spell a number of times equal to your proficiency bonus per long rest. This spell does not count against the number of spells you know.
  • You gain proficiency in either Nature or Survival.
Nature

You gain proficiency in the Nature skill.

Survival

You gain proficiency in the Survival skill.

Nature's conduit

You can learn from an additional list of spells everytime you gain a level in this class, as shown below.

  • Level                           Spells
  • 1st.               Druidcraft/Thorn Whip
  • 2st.            Ensnaring Strike/Entangle
  • 3rd.              Barkskin/Spike Growth
  • 5th.                       Plant Growth/
  • 7th.     Grasping Vine/Guardian Of Nature
  • 9th.     Commune With Nature/Tree Stride
  • 11th.  Transport Via Plants/Wall of Thorns

Botanic Animator

You can use your Sorcery Points to give will to plants around you. This feature can only be used if there are plants around you, or if you have access to seeds or spores.

You can have a number of active plants equal to your Proficiency Bonus. You can use one bonus action to command each your plants to: interact with an object (if applicable), take one action available to them or move. Your plants always follow your instructions and are friendly towards your allies. Whenever one of your plants die, its corpse crumbles into pile of organic material, and it turns whatever soil it dies on into fertile ground.

The plants you'll have access to will be detailed when you choose an specialization in this subclass.

Blight Bontany

The Blight Botany sorcerer is a mysterious and enigmatic figure whose powers are deeply rooted in the darkest corners of nature. This arcane practice possesses a unique connection with the malevolent forces that thrive within withered landscapes and cursed flora. Its presence exudes an unsettling aura of decay and corruption, a manifestation of their command over the blighted aspects of plant-life. A sorcerer treading the path of the Blight Botany blurrs the line between life and death, wielding a formidable blend of necrotic energy and natural magic to sow chaos and control in equal measure.

With this specialization you gain access to: needle blight, vine blight, astral blight, chamberlain of zuggtmoy and kelpie.

Cost
1SP - needle blight
2SP - vine blight
4SP - astral blight
6SP - chamberlain of zuggtmoy
8SP - kelpie

Fungal Botany

The 'Fungal Botany' sorcerer is a captivating and eerie individual whose mystical abilities draw from the fascinating world of fungi and mycology. This type of sorcery possesses an intimate connection with the hidden forces that govern the growth and decay of mushrooms and molds. Its presence resonates with an otherworldly mystique, a reflection of their mastery over the fungal realm. The Fungal Botany sorcerer navigates the delicate balance between symbiosis and manipulation.

With this specialization you gain access to: violet fungus, gas spore, swarm of campestris, awakened zurkwood and chuul spore servant.

Cost
1SP - violet fungus
2SP - gas spore
4SP - swarm of campestris
6SP - awakened zurkwood
8SP - chuul spore servant

Viva Botany

The Viva Botany sorcerer is a vivacious and vibrant individual whose magical prowess is intricately interwoven with the exuberance of the natural world. This type of sorcery possesses an innate affinity for the vitality and growth that permeate plant life and ecosystems. Their presence exudes an infectious energy, a reflection of their deep connection with the pulse of nature. Through their enchantments, they harness the power to nurture and invigorate flora, coaxing plants into rapid growth and imbuing them with vibrant colors and enchanting fragrances.The Viva Botany sorcerer walks the fine line between harmonious stewardship and exuberant manipulation, wielding a unique blend of life-affirming magic and botanical arts to mend wounds, foster abundance, and kindle a sense of awe and wonder in the natural world.

With this specialization you gain access to: vegepygmy, thorn slinger, thorny, awakened tree and groff.

Cost
1SP - vegepygmy
2SP - thorn slinger
4SP - thorny
6SP - awakened tree
8SP - groff

Plant Tactics

At 6th level you learn to coordinate your plants effectively in battle.

  • Your plants have advantage on melee attack rolls against a creature if at least one of your plant's allies is within 5ft of the target and isn’t incapacitated. Your plants do not count as allies for each other.
  • When a creature attacks a target other than one of your plants within 5ft of one of your plants, that plant can use its reaction to impose disadvantage on the attack roll. If the attack misses its target and the roll is equal to or higher than the plant’s AC, the attacker hits the plant instead. The plant has resistance to this damage.

Solar Beam

At 14th level your plants can stand immobile under bright light to absorb solar energy. on its next turn the plant unleashes all the energy it stored. Each of your plants that spent a turn immobile shoots a beam of ultraviolet energy, dealing 3d6 radiant damage + 1d6 per extra turn they spent immobile on a hit. This attack has a range of 60ft and has advantage against undead. Your plants use your spell attack value for this attack.

 

From Ashes To Life

At 18th level, when one of your plants dies a new plant spawns in its place. The new plant must be of a CR one step lower than the one that died. You can choose whether or not to use this feature whenever one of your plants dies. You can use this feature a number of times equal to your Constitution modifier per long rest.

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