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Sorcerer |
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Sorcerer: Sorcerous Manifestation: Verdant Lord |
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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. |
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Verdant Lord Features |
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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. |
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