Sorcerer

 

Sorcerer: Sorcerous Manifestation: Verdant Lord

These sorcerers channel the untamed power of nature, embodying the essence of plant life and verdant growth. With green-hued skin or vine-like hair, they command flora to flourish and bend to their will.

 

Verdant Lord Features

Plant Magic

If you expend sorcery points to cast a spell from the ‘verdant lord’ spell list, a number of 5-foot squares equal to 1 + the spell’s level magically becomes difficult terrain as thick magical vines and plants grow. You must place each of these 5-foot squares touching a surface in a space adjacent to yourself, or adjacent to another area of magical plants you have created. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

When you finish a long rest, you can replace one of these spells with another spell instead of replacing one of your sorcerer spells. When you replace one of these spells, the new spell must be a necromancy or transmutation spell from the primal spell list.

 

Command Plants

At 10th level, you can as a bonus action force a creature inside an area of difficult terrain created by plants or magical plants to make a Dexterity saving throw or take 2d8 piercing or poison damage (your choice).

Further, your connection with the natural world makes you immune to poison damage and you learn the regrow spell and add it to your verdant manifestation spell list. When you cast this spell on yourself, you benefit from the spell as if you were a plant creature.

 

Nature’s Embrace

Beginning at 14th level, you can use a bonus action to draw on the powers of plants around you. When you use this ability plants grow around you and merge with your form.

When you use this ability, you can replace your statistics with the verdant form template below. For all purposes, this ability uses the rules for wild shape as described for the druid. Except you can still use all your verdant lord features and cast your spells with you ‘plant magic’ feature while transformed. The transformation lasts up to 1 hour or until you have lost all temporary hit points.

Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

 

Verdant Lord Spells

Sorcerer Level

Spells

3

Goodberry, entangle, protection from poison

4

Barkskin

5

Plant growth

6

Vampiric touch

7

Life cycle

8

Grasping vines

9

Tree stride

 

Verdant Form

Large Plant

Armor Class 10 + Dexterity modifier + Charisma modifier

Temporary Hit Points 10+2 per sorcerer level

Speed 40 feet

Str 17 (+3)

Int -

Dex 12 (+1)

Wis -

Con 15 (+2)

Cha -

Damage Immunity poison

Damage Vulnerability fire

Languages primordial

Special

Living Plant. The plant regains 10 hit points at the beginning of each of its turns unless it has taken fire or necrotic damage since its last turn.

One with nature. The plant ignores difficult terrain caused by plants and magic plants.

Actions

Branch Slam. Melee attack, reach 5 ft., 6d6 bludgeoning damage. On a hit, the target is also pushed up to 15 feet away.

Latching Vines. Melee attack, reach 10 ft., 1d8 bludgeoning damage. On a hit, the target is also grappled and restrained.

Engulf. Melee attack, reach 5 ft., On a hit, The target is pulled into the plant’s space and is engulfed if it is medium or smaller creature grappled by the plant. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a Constitution saving throw against you spell save DC at the start of each of its turns or take 2d8 poison damage and 2d8 necrotic damage and the plant recovers temporary hit points equal to the necrotic damage dealt. If the plant moves, the engulfed target moves with it. The plant can have only one creature engulfed at a time.