Soul of the Forest

Your souls is bound to the verdant essence of the forests. Your lineage might be traced back to a nymph, a satyr or some other fey creature; or you might have been bestowed this gift by the very forests itself, seeking a valiant keeper to its territories.

Unlike druids, your mastery is not over nature and elements as whole; your relation is with the plants and the nurturing earth itself, that give your strength and answer to your command.

Soul of the Forest Origin Spell

Sorcerer Level Spells 1st speak with animals 3rd spike growth 5th plant growth 7th grasping vine 9th wrath of nature 11th druid grove

Oakenheart

At 1st level, your skin begins to take on a bark-like guise . When you aren't wearing armor, your AC equals 12 + your proficiency modifier.

You also learn the druidcraft cantrip. It counts as sorcerer cantrip for you, but it doesn't count against your number of cantrips known.

Verdant Expanse

Starting at 1st level you learn the Entangle spell. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

You may cause the vines to tighten their grasp, crushing the creature held by it. As a bonus action, choose one creature restrained by the spell, the creature suffers bludgeoning damage equal to your Charisma modifier and it has disadvantage on the next Saving Throw it makes to attempt to free itself from the vines.



At 2nd level, as an action while concentrating on this spell, you may spend sorcery points to cause a target within the area of the spell to repeat its saving throw or be restrained by it. Each point you spend, up to a maximum equal to your charisma modifier, targets one different creature.

Sap Strength

Beginning at 6th level, you can drain the might of your foes. As an action or bonus action, you may spend 2 sorcery points to subject a target you can see within 60 feet of you to make a Constitution Saving Throw against your spell save DC. If it fails, it has a penalty to its attacks until the end of its next turn; the penalty equals your Charisma modifier.

Until the end of your next turn, you may add your Charisma modifier to one damage roll you make.

















































Leaf on the Wind

At 14th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants or those created by your spells without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Additionally, on your turn,

when you are in an area created

by one of your Origin Spells or naturally occuring vegetation, you may spend a bonus action to teleport up to 60 feet to an unnoccupied space you can see that is also vegetated.

Tree of Life

At 18th level, you may spend an action and 6 sorcery points to cause a Large tree to spring forth on a point within 30 feet of you; the tree has hit points equal to 10 times your sorcerer level, AC 15, and vulnerability to fire damage.

When you or any ally starts their turn within 30 feet of your Tree of Life, that ally gains temporary hit points equal to half your sorcerer level.

The tree disappears if it is destroyed, you are incapacitated, if you die, or if you dismiss it as a bonus action.

If it lasts for longer than 1 minute, the tree becomes permanent, but no longer grants temporary hit points to allies.

The Druid, by DarkKenjie https://www.deviantart.com/darkkenjie