Sorcerous Origin

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 manifestation spells

Plant Magic

If you expend sorcery points to cast a spell from the verdant manifestation spell list, thick vines and plants grow around you. A number of 5-foot squares on the ground equal to the level of the spell becomes difficult terrain. You must place each of these 5-foot squares in a space adjacent to yourself, or adjacent to another of these overgrown squares that is connected to a square you are adjacent to. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If you replace a spell from you manifestation spell list, 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 in the druid section. Except you can still use all your verdant manifestation features while transformed and the transformation lasts up to 10 minutes 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.

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 14 (+3 from natural armour)

Temporary Hit Points 10+5 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 retrained.

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.