Wizard
Base Class: Wizard

A wizard that specializes in plant magic, to both give life and take it.

Circle of Life

Your magic bends to both give and take life. When you cast a spell that successfully deals necrotic damage, you can instantly expend and roll 1 hit die and restore that much health to yourself. When you cast a spell that heals yourself or others, you can deal 1d8 + your proficiency modifier necrotic damage to a target within 60 feet that you can see.

At level 11, these values increase to 2 hit dice and 2d8 + proficiency.

At level 18, these values increase to 3 hit dice and 3d8 + proficiency.

Floral Invigoration

Natural magic fills your body. When you receive healing above your hit point maximum, you also gain half of the excess healing as temporary hit points.

At level 16, you instead receive all of the excess healing as temporary HP.

Level 10: Absorb Vitality

When you deal a killing blow to an opponent, you can harness the last of their life essence for yourself. Choose from the available flora. Once per long rest, when you reduce an opponent to 0 hit points, you can grow and harvest three of that specimen instantly. These plants grow in an open area within 5 feet of you, or they sprout harmlessly from your own flesh at a point of your choosing.

At level 17, more potent flora become available to you, empowered by your ripened magical talents.

Hellweed

A dandelion with golden fluff. When the seeds of a hellweed disconnect from the stem, they erupt into flame. Blowing them at a target functions equivalently to a level 2 Dragon's Breath spell, dealing 3d6 fire damage in a 15-foot cone on a failed dexterity save with difficulty equal to your save DC (or half as much damage on a successful one.)

Paralyzing Bramble

These brambly thorns induce paralysis in a target when their toxins enter the bloodstream. A target who is pricked by this plant or hurt with a weapon coated in oil made from the bramble must make a constitution saving throw equal to your spell save DC or instantly become paralyzed. They recover after ten minutes or when affected by spells that neutralize poisons or restore the paralyzed condition. A character with immunity to the poisoned or paralyzed conditions is not affected by this toxin.

Powdercorn

A special type of acorn from the Feywild that explodes spectacularly when exposed to heat. Deals 3d12 fire damage in a 10-foot radius sphere. Gods only know what happens if multiple are detonated at once...

Sleeping Rose

Sleeping Rose - These roses induce a deep sleep when smelled. A target who inhales their pollen must make a constitution saving throw equal to your spell save DC or instantly fall unconscious. They awaken after one hour or when affected by spells that neutralize poisons. A character who is immune to the poisoned condition is not affected by this pollen; however, characters who are immune to magically induced sleep are not immune to these roses.

 

Life From Death

Your Circle of Life features grow stronger, allowing you to weaken targets affected by necrotic energy and use your own life force to strengthen others.

Once per turn when you cast a spell and deal necrotic damage, if you expend hit dice to restore hit points, you can now choose to restore them to a target within 10 feet rather than to yourself.

Once per turn when you cast a spell and restore hit points to yourself or any other creature, the resultant necrotic damage to a target creature now also causes the next attack against them to be made with advantage.

When you or a creature you see makes a death saving throw, you can expend five hit dice to grant them advantage on the roll. If they succeed, they deal radiant damage and blind targets of your choice in a 15 foot sphere around them. If they fail, they deal damage and stun targets in the same radius. Roll the five hit dice to determine the damage. The Blinded and Stunned conditions on these nearby targets expire at the end of the target's next turn.

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