dauntless/content/Classes/Sorcerer/Flora.md
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source: Old Margreve
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![[assets/a14afab99d814305ec0820cdf0f4facf_MD5.jpg|Billy Christian|354x269]]
The natural world is in your blood. Whether dryad or similar plant-like blood mixed with your ancestors, you are inextricably tied to the natural world. Your power manifests as plant related magic, but how that manifests is up to you. Your magic can reflect a connection with spores and fungi, flowers and vibrant fruits, or sturdy deep-woods trees.
||**Flora Progression**|
|---|---|
|**Sorcerer Level**|**Features**|
|3rd|Flora Origin Spells, Floral Manifestation, Rampant Growth|
|7th|Floral Metamagic|
|11th|Wild Growth|
|15th|Green Transformation|
# Flora Origin Spells 
_3rd-Level Flora Feature_
You gain origin spells at the sorcerer levels listed in the Flora Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.
||**Flora Origin Spells**|
|---|---|
|**Sorcerer Level**|**Spells**|
|3rd|barkskin, spike growth|
|5th|plant growth, speak with plants|
|7th|blight, cloudkill|
|9th|tree stride, yarila and porevits mantle*|
|11th|transport via plants, wall of thorns|
*indicates a spell found in this Document
# Floral Manifestation
_3rd-Level Flora Feature_ 
When you cast a spell of 1st circle or higher, your body undergoes subtle changes, taking on more plant-like aspects. This might manifest as flowers blooming in your hair, as leaves growing along your elbows, spine, and knees, or as mycelial growths along your skin. For 1 minute, you are resistant to effects that cause exhaustion and to the paralyzed, petrified, and unconscious conditions.
When you reach 7th level in this class, this manifestation becomes more powerful. For the duration, your speed isnt halved when you move through non-magical or magical difficult terrain. You suffer other penalties caused by moving through difficult terrain as normal. 
# Rampant Growth
_3rd-Level Flora Feature_ 
When you reduce a hostile creature to 0 HP or when a hostile creature within 30 feet of you is reduced to 0 HP, the ground around the creature erupts with life. A Plant springs up in an unoccupied space within 5 feet of the target. The plant can be any Plant with a CR of 0, such as an awakened shrub or a shrieker, except it has a number of hit points equal to twice your **PB** instead of its normal hit points. The Plant is friendly to you and your companions, obeys your verbal commands (no action required by you), and acts on your initiative count, taking its turn immediately after yours. If you dont issue any commands to the Plant, it takes the Dodge action and uses its movement to avoid danger. The Plant remains for 1 minute, until it dies, until you die, or until you dismiss it as a bonus action. You cant have more than one Plant active in this way at a time. 
At the GMs discretion, the Plant you create with this feature can be a bramble beast. 
# Floral Metamagic
_7th-Level Flora Feature_ 
When you cast a spell of 1st circle or higher, you can spend one or more sorcery points to infuse the spell with the power of nature, using one of the following Metamagic options.
- **Metamagic: Paralyzing Spell.** You can spend 3 sorcery points to imbue the spell with paralyzing spores. One creature affected by the spell is paralyzed for a number of rounds equal to the spells circle, magical spores coating it. A paralyzed creature can make a **CON** save against your spell save **DC** at the end of each of its turns, ending the condition on itself on a success. A creature immune to the poisoned condition has advantage on this save.
- **Metamagic: Sap Spell.** You can spend 3 sorcery points to fill the spell with magical tree sap. Each creature affected by the spell has disadvantage on attack rolls until the end of its next turn, as sap clings to its limbs.
- **Metamagic: Verdant Spell.** You can spend 2 sorcery points to flood the spell with life and growth. Difficult terrain composed of roots, vines, and other vegetation centered on the target of the spell or on the point of origin of the spell fills the area in a radius equal to 5 feet for each circle of the spell. The difficult terrain lasts 1 minute.
Additionally, when you first cause your horns to appear, you gain your choice of resistance to cold damage or resistance to fire damage for 1 hour. 
# Wild Growth
_11th-Level Flora Feature_ 
Plants created by your Rampant Growth feature become stronger. A Plant created by Rampant Growth now has HP equal to four times your **PB**, lasts for 1 hour, and it can be any Plant with a CR up to 2, such as an awakened tree or a child of the briar. In addition, you can have a number of such Plants under your control at one time equal to half your **PB**. 
# Green Transformation
_15th-Level Flora Feature_ 
As a bonus action, you tap into the plant life in your blood and take on the characteristics of plants. For 1 minute, you gain the following benefits:
- You become resistant to bludgeoning and piercing damage, but you become vulnerable to fire damage.
- You gain tremorsense to a range of 30 feet.
- When you use a Floral Metamagic option, the option costs only 1 sorcery point instead of its normal cost.
- You can use an action to conjure a Plant in an unoccupied space you can see within 30 feet of you, as if you had triggered your Rampant Growth feature. This otherwise follows all other restrictions of your Rampant Growth and Wild Growth features.
Once used, you cant use this feature again until you finish a long rest, unless you spend 5 sorcery points to do so.