Sorcerer
Base Class: Sorcerer

Your sorcerous origins comes from the heart of a forest, blessed down your bloodline. Perhaps your ancestors made a pact with a dryad, or the blessings of a treant was given to your family which now manifests in your new power. The Soul of the Forest is a being who finds themselves attuned to nature, and can feel the ebb and flow between the delicate balance of the arcane and the primal. Some are sheer forces of nature, their elemental prowess allowing them to stand against strong foes while they ally with nature to fight, where as others use the whimsical charms of the fey and stand fast with unicorns and satyrs against the unnatural threats to the land.

Druidic Magic

Your link to nature allows you to learn spells from the druid class. You learn the druidcraft cantrip. In additon, when your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Entrenched in Nature

Starting at 1st level, your attunement to nature reflects within your powers. As a bonus action, you can manifest the splendour of the forest. For 1 minute, you gain advantage on all Charisma-based ability checks when interacting with plants and fey creatures. In addition, you gain advantage on saving throws against charm effects. Once you use this feature, you can’t use it again until you finish a short or long rest.

In addition, you can read, understand and speak Sylvan.

Strength of the Forest

Starting at 6th level, the strength of nature flows through you. Whenever you or an ally within 5 feet of you would be pushed, pulled, or knocked prone, you can spend 1 sorcery point to prevent that forced movement or knocking prone. You cannot use this ability if you are incapacitated. You can use this feature only once per turn.

Rooted in Nature

Starting at 14th level, you can use a bonus action to dig your feet into the ground. While you are rooted, your speed becomes 0 and cannot be increased, and you are immune to becoming prone, or being forcefully moved, except via teleportation. If you leave your square, this bonus ends. At the start of each of your turns you gain temporary hit points equal to your sorcerer level that last until you are no longer rooted. You also gain advantage on Strength and Constitution saving throws, but disadvantage on Dexterity saving throw. You can end this effect as a bonus action. Once you are no longer rooted, you cannot root yourself for 1 minute.

Awaken Tree

At 18th level, your link with nature becomes perfectly attuned. As an action, you may select one tree of huge or larger size within 30 feet of you. The tree awakens and becomes a treant for 1 hour. It is friendly to you and your allies, and will co operate with you. The treant does not have access to Animate Tree.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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10/4/2018 11:31:28 AM
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