Floraturgy (5e Subclass)

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Floraturgy[edit]

Wizard Subclass

Many beings seek to commune with nature. Students of the Floraturgy arcane tradition seek to understand, quantify and catalogue it. These wizards embrace the study of plants, harnessing their magic and cultivating lush gardens of power.

Runic Cultivation

When you choose this tradition at 2nd level, you gain proficiency in the nature skill, and you learn the druidcraft cantrip.
You also gain a runed potted plant. You determine its appearance or generate it randomly by rolling on the Runed Plant table. Runed Plant

d6 Plant Appearance

1-Roses
2-Cactus
3-Bonsai tree
4-Orchid
5-Lucky Bamboo
6-Ivy

If you lose your runed plant, you can perform a 1-hour ceremony to grow a replacement that gains all spells stored in the old plant.
This ceremony can be performed during a short or long rest, and it reverts the previous pant into an ordinary specimen. The plant will wither when you die.

Nature's Magic

Also at 2nd level, your studies of nature allow you to learn spells normally associated with the druid class.

When your Spellcasting feature lets you learn a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the druid spell list or the wizard spell list.
Spells originating from the druid spell list are stored in your runed plant, much like your spellbook.

You must otherwise obey all the restrictions for selecting and preparing the spell. It also becomes a wizard spell for you.

Pocket Garden

At 6th level, you learn how to grow a small garden around you, even in the toughest of environments.

As a bonus action, you can imbue the ground under you with vitality, causing plants native to the area to sprout in a 15-foot radius around you.
The garden grants each creature of your choice within the area of effect extra hit points equal to 1d6 when they regain hit points.

The gardens magic persists for 1 minutes. Once you use this feature, you can’t use it again until you finish a long rest.

Nature's Resilience

At 10th level, your deep attunement to nature enhances your resilience. You gain resistance to poison damage and advantage on saving throws against being poisoned.

Additionally, while you are in your pocket garden, you have advantage on saving throws against spells and effects that would cause the restrained or paralyzed condition.

Verdant Mastery

At 14th level, your mastery over the secrets of flora reaches its apex. As an action, you can conjure a massive manifestation of nature's power. Choose an area within 60 feet of you, and for 1 minute, the chosen area becomes a terrain of lush vegetation and natural obstacles. The terrain is difficult terrain for enemies, and any creature that starts its turn within the area takes 2d6 slashing damage from thorns and brambles. Additionally, you and your allies have advantage on saving throws against spells and effects that would deal fire damage while within the area.

Once you use this feature, you must finish a long rest before you can use it again.

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