Sorcerous Origin - The Chloromancer

In the quest to unlock a pathway to power over Life energy, a sorcerer long ago was thought mad in his quest. His peers held counsel in their own learned circles to choose the right name for a Mage with the sorcerer's outlandish idea, finally deciding upon "Chloromancer." Nonetheless, this sorcerer used his power to dream up arcane scripts from the Weave of Magic, eventually achieving his goal.

There was however, a catch. The energies of Life could not be created, only transferred. When a Cleric healed wounds they were not channeling raw life energy, but the essence of the god or spirit to whom they prayed. If this sorcerer were to heal a man on the brink of death, he would find his own life in peril — a sacrifice he was not willing to make. Disappointed, he turned his attention to an uprising to take back his beloved home city which he was forced to flee from many years ago.

Once the battle began, he siphoned the life force from a number of ogres who fought his kin, dispatching them. He overflowed with more energy than he could control for long, and carefully radiated it outward towards the warriors guarding his position. The wounded were healed, and the freshly dead were imbued with magic to rejoin the fray. The Chloromancer was struck by the elegance of it all. All he needed to give life was more life, and in his enemies he had endless unwilling volunteers.

Lifegiving Veil

At 1st level, your Chloromancer bloodline surrounds you in an emerald gleam when closely viewed. As a bonus action when you hit a target with a spell in combat that targets only one creature, you can cause your veil to erupt with Life energy, healing up to three friendly creatures within 30 feet of you for an amount equal to half of your Charisma modifier, rounded down.

Additionally, whenever you deal acid damage, you may heal yourself for an amount equal to half of your Charisma modifier, rounded down.

Corrosive Spores

At 6th level, you are able to use your Lifegiving Veil feature after using a spell that deals damage in an area.

Additionally, you may spend a sorcery point when casting a spell to change its damage type to acid.

Symbiosis

At 14th level, you can spend sorcery points to extend your Lifegiving Veil to friendly creatures.

As an action and by spending 5 sorcery points, you spread your Lifegiving Veil to one other creature within 30 feet of you that you can see. A creature affected by Symbiosis gains temporary hit points equal to your Sorcerer level until it they are depleted or they take a long rest.

Additionally, a creature affected by Symbiosis and you can restore hit points equal to your Charisma modifier once on your turns when either one of you deals damage.

Wild Growth

At 18th level, you become capable of manifesting a rampant expulsion of Life energy to engulf everything in a 60 foot radius, centered on you.

As an action, you can choose a number of creatures equal to 1 + your Charisma modifier within 60 feet of you that you can see. Those creatures must succeed on a constitution save against your Spell Save DC or have their movement halved until the start of your next turn.

Alternatively, the area in a 60 foot radius centered on you is difficult terrain until the end of your next turn.

When you use this feature, choose and roll any amount of hit dice you have available to you. You may restore half of the total amount rolled + your Charisma modifier to any creature of your choice within 60 feet of you that you can see.

You can use this feature once between long rests.

Credit: RIFT by Trion Worlds