Base Class: Wizard
Wizards are extremely capable researchers who are occasionally prone to pursue one particular avenue of magical study, and find a degree of specialization unlike any that other classes may ever find. In the case of the Floromancer, these wizards specialize in a pursuit of the magic of life energy in a way which is extraordinary, even by the standards of Wizardry. They are attuned to the cycle of life and death in a finely-tuned way as a result, knowledgeably healing while poignantly ravaging enemies with the powers of nature's poisons, rot, and decay. While few and far between for certain, when a Floromancer employs their talents, they do so to promote their favored aspect of the cycle of life, either growth or entropy, and they become a valuable addition to any mission for such causes.
In Avalestra, this particular "school" of teaching is promoted by the Wood Elves of Suliaphia, who work in tandem with the local druids to promote the cycle of life. Although few in number, their influence has been decidedly useful in maintaining the growth of the forest in places where the treants prefer no elf to tread, as Floromancers are often better at scrying than druids may be, and can apply their influence from a distance. These wizards join the small cabals of Diviners, Conjurerors, and Transmuters who comprise the few arcanists among the Wood Elven nations.
Life-Cycle Savant
At 2nd level when you choose this tradition, you learn to enhance your repertoire of spells with those that best utilize plants and fungal life forces. You are able to add spells from the druid spell list to your spellbook, with the exception of the following spells, which you are prohibited from learning: Animal Friendship, Beast Bond, Speak With Animals, Animal Messenger, Beast Sense, Summon Beast, Conjure Animals, Dominate Beast, Giant Insect, Insect Plague, and Animal Shapes.
Luminous Spores
You have a fantastic knowledge and awareness of life's energies, and you are able to conduct restorative magic through plant spores that surround your allies. As a bonus action, choose a number of creatures equal to your proficiency modifier within 30 feet of you, and you cause each to be surrounded in a slightly luminescent greenish haze of plant spores. This haze remains for 1d4 rounds and dissipates at the end of your turn on its final round. Whenever you cast a spell, you can cause each of the creatures surrounded by this haze to regain 1 hit point if the spell was a cantrip, or 1+ the spell's level hit points if the spell used a spell slot. Due to the glowing nature of these spores, creatures surrounded by them suffer disadvantage on Stealth checks.
Vile Spores
At 6th level, you become able to direct another type of spores for your purposes, the horrid Vile Spores which rot and decay your enemies. As an action, you conjure a greyish-brown haze of spores to assail a creature of your choice within 30 feet. That creature must make a Dexterity saving throw at your spell save DC or be surrounded by the haze of the Vile Spores. For as long as that creature remains surrounded by these spores, whenever your Luminous Spores feature restores hit points, this creature must make a Constitution saving throw at your spell save DC or take necrotic damage equal to the total amount of hit points restored this way among all creatures healed by your Luminous Spores. For example, as an action, you target a creature with this feature, and the Vile Spores surround it. You then cast Barkskin, a 2nd level spell, which causes your 3 allies with Luminous Spores to each gain 3 hit points. Immediately, the creature affected by Vile Spores must make a Constitution saving throw or take the total hit points you healed as damage, which is 9 necrotic damage. Vile Spores lasts for a number of rounds equal to half your level rounded down or until the creature's square is affected by a strong wind. You may use this feature twice before you must finish a long rest to use it again.
Natural Conversion
At 10th level, you learn to rebuff your enemies with a series of blooming vines and sprouting flowers and leaves which can even heal one of your allies that the enemy was attempting to attack. As a reaction, when an a friendly creature of your choice within 30 feet would be hit by an attack or spell, you may cause the attacker to make a Strength saving throw at your spell save DC. If it succeeds, the friendly creature has resistance to this damage dealt if the damage is not cold or fire damage. If it fails, all non-cold, non-fire damage dealt this way is negated and that total amount of damage is regained as hit points to the chosen creature instead, and the attacking creature is then restrained by vines and plants if it is large size or smaller until the beginning of its next turn. You may use this feature once before you must finish a long rest to use it again.
Golden Sporecloud
Starting at 14th level, you gain the ability to exude a veil of golden spores in an area, and these spores cause a great deal of healing life energy to be shared amongst your allies. As an action, you expend a spell slot of 5th level or higher. When you do, you conjure a cloud of spores into a 30 foot radius area from an origin square you designate up to 60 feet away from you. This glittery translucent cloud wraps around corners and lasts for a number of rounds equal to half your level rounded down, or until strong wind disperses it. Whenever you cast any spell that restores hit points to a creature affected by your Luminous Spores, you cause each creature affected by your Luminous Spores who is in the cloud to regain hit points equal to the level of the spell slot expended to activate Golden Sporecloud. For example, if you spent a 7th level spell slot to activate this feature and cast Cure Wounds on a target of your Luminous Spores, all creatures affected by your Luminous Spores within the cloud regain 7 hit points. Additionally, if a creature affected by your Vile Spores is within the cloud, if they would make a Constitution saving throw to negate the damage dealt by Vile Spores and they succeed, they take half that much damage (rounded down) instead.
Previous Versions
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