Sorcerer
Base Class: Sorcerer

The magic you've inherited can come from that of wood woad, a dryad, or another plant-like creature. You've gained their strengths, weaknesses, and some abilities, as well as access to some powerful spells known to the druids and other nature based casters. You may be in tune with nature due to your bloodline and act similar to a druid, or you may just use the power you wield as any other and forego a druids anathema.

Vigorous Vitality

Starting at 1st level, your hair begins to grow vines, flowers, and leaves, different types of bark can start to grow on your skin. You look like your base race with these exceptions. You gain a +4 to your AC as long as you are not wearing armor or a shield, and you also gain resistance to non-magical physical damage.

However, you become vulnerable to fire damage.

Natures Power

1st-level Woodsborne feature

Starting at 1st level, nature provides a means to protect yourself and nature around you. Shillelagh is added to your spell list and is considered a sorcerer spell for you. It does not count towards spells known.

Your connection to plants and nature lets you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Woodsborne Expanded Spells
SPELL LEVEL SPELLS
1st  cure woundsentangle, goodberry
2nd   barkskin, healing spirit, spike growth
3rd   conjure animals, plant growth, speak with plants
4th   conjure woodland beings, grasping vine, guardian of nature
5th   awaken, mass cure wounds, wrath of nature
   
6th  transport via plantswall of thorns
7th   regenerate

Invoker of Nature

When you reach 6th level in this class, when you cast a spell that has concentration, you can spend sorcery points equal to half that spells level rounded up to cast a spell as though it didn't have concentration. The spell must come from the Natures Power class feature, and you can only have one free concentration spell active at a time.

Additionally, you and allied creatures within 15 feet of you ignore difficult terrain caused by plants, and take no damage from spells originating from Natures Power.

Resurgence

At 14th level,  if you would die or drop to zero hit points, regenerate is cast on yourself and the remaining damage is negated. If you dropped to zero hit points from fire, wall of water is cast in a circle centered on your position and any lingering fire within the wall is doused. 

Treantsformation

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a treant. In this form, you have all the abilities of the [creature]treant[/creature] except with the following changes.

  • You are either large, or huge. You choose when you use this feature.
  • You are able to cast spells in this form, and spells cast from your Natures Power feature can be cast without verbal, somatic, and material components.
  • When you transform, you assume the treants hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You remain in this form for 1 minute. It ends early if you are incapacitated, you die, or if you dismiss it as a bonus action.

Previous Versions

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12/16/2023 3:13:23 PM
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