Sorcerer
Base Class: Sorcerer

You have been gifted or cursed with nature's powers. This notably affects your appearance and sometimes behavior. Those with this power may have bark instead of skin in some places, or leaves growing out of their hair or any number of plant based changes in appearance. They also have the innate need to protect plants from destruction, though they understand the need for death of plants to make way for new life to grow such as with wildfires. Children of humanoids and plant based creatures like Dryads or Nymphs are typically born with these abilities.

Vegetation Magic

Your link with nature allows you to learn spells from the druid class. When your spellcasting feature lets you learn or replicate a sorcerer spell of 1st level or higher or a cantrip, you can choose from either the druid spell list or sorcerer spell list. You must otherwise obey all restrictions for selecting a spell, the spell becomes a sorcerer spell for you. 

Nature's Resilience

Your affinity with plants has given you certain defenses against plants. Difficult terrain created by non-magical plants no longer costs you extra movement and you are immune to damage from non-magical plants such as thorns. You also gain resistance to poison damage and advantage on saving throws to resist being poisoned. 

Nature's Little Helpers

Upon reaching 6th level you can call upon the plants to send you allies. As an action, you can expend up to 6 sorcery points and summon a number of Needle Blights equal to the amount of sorcery points spent. These creatures are friendly to you and your allies. You can use a bonus action to issue a command to all the Blights telepathically. If no command is given the blights defend themselves to the best of their ability. The blights cannot communicate in any form. Only 6 Blights can be active at a time. 

Pollen Puff

Starting at 14th level you gain the ability to form magical pollen in your palm and throw it at a target within 60 ft of you, having different effects depending on the pollen. You use your action to throw the pollen, choosing one of the following effects. This pollen can also be affected by meta-magics

Pink Pollen: The target must succeed on a wisdom saving throw or be charmed by you and this sweet smelling pollen. A creature charmed by you must succeed on a wisdom saving throw if they attempt a harmful or violent action, if they fail they waste their turn doing nothing instead. A creature can make a wisdom saving throw at the end of their turn to end the charm effect. 

Black Pollen: The target of this pollen must succeed on a wisdom saving throw or be frightened of you and this pollen that smells of death. While frightened the creature must use it's movement to get as far away from you as it can. The frightened condition wears off if the target takes damage or succeeds on another wisdom saving throw at the end of its turn.

Mania Pollen: The target must succeed on a constitution saving throw or be blinded by the pollen that was thrown into their eyes. While blinded the target attacks the creature closest to it when it take the attack action, if multiple creatures are possible to hit then the target attacks at random. The target can make a constitution saving throw at the end of its turn to end the effect. 

Flora's Wrath

Starting at 18th level, you use a bonus action and spend 6 sorcery points to magically transform into a plant monster. You can decide the appearance of said form. While in this form your size becomes large, you can resistance to bludgeoning, piercing, and slashing damage, you can use an action to cast tree stride without spending a spell slot and without the need for components, and you gain a slam attack. You also have advantage on concentration checks made to maintain spells in this form. The slam is a melee spell attack roll and does 5d10+ your charisma bonus in magical bludgeoning damage. This form last for 1 minute. It ends early if you are incapacitated, if you die, or if you end it as a bonus action. 

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