Sorcerer
Base Class: Sorcerer

The spark of your magic comes from the wildest places of the fae realms, your powers are tied to the natural places of the world. Wildlings have only started appearing in the past few centuries and your powers are not well understood by the magical community, often confused with Druidic abilities 

Druidic Magic

Your connection to to the wilds allows you to learn spells typically associated with the Druid class. When your spell casting feature allows you to learn a new cantrip or spell you can choose the new spell from the Druid or sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you

Protection of the wilds

Your magic is from the wildest forests of the fae realms and offers its protection As an action you touch a willing creature not wearing armor and their skin becomes tough and bark like and grants that creature an AC of your Charisma+proficiency modifier+10 and 1 d10+ charisma temp hit points for 1 minute. You may repeat this a number of times equal to your proficiency modifier.

Wrath of Nature

Starting at 6th level, when you cast a spell that deals damage you may expend a sorcery point to add an extra die of the same type being used to cast the spell. This die steals some living essence from the target and allows that essence to be given to yourself or an ally, and can heal the same amount. Does not work on creatures immune to necrotic damage 

Overgrowth

At 14th level, you gain the ability to sprout  semi sentient vines as an action that can do a number of tasks, each command is a bonus action

 - Entangle: each hostile creature in a ten foot cube must succeed on a dex save (DC is your spell save DC) or be restrained. They may attempt to save again at the end of their turn

- Crush: a creature that is currently entangled may make a constitution save (spell save DC) or take 3d6 magical bludgeoning damage or half as much on a successful save 

- Shield: as a reaction you can interpose a mass of vines between an attack and its target, this affect raises the target’s AC by 5

- Carry: vines lift you or a willing ally up to 15 feet in the air or carry you 15 feet in a direction you choose

 

They last an hour or until you dismiss them as a bonus action and can be summoned cha mod times per day 

Nature’s Balm

Beginning at 18th level, you can channel the healing abilities of the plants you summon As an action, you can spend 5 sorcery points to create a 20 foot radius aura of healing granting 5d8 healing to all Allies who end their turn within 20 feet of you for 1 minute 

Previous Versions

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