Rooted Soul (5e Subclass)

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This sorcerer subclass is a variation of the Verdant Soul sorcerer found here

Rooted Soul[edit]

Your innate magic comes from a close connection to nature and the ambient magic flowing throughout it. Perhaps you have dryad blood in your veins, or you were blessed by nature spirits, or you were born over a ley line convergence. Whatever the reason, you are attuned to the subtle vibrations of magic weaving their way through the cycle of natural life. Will you bend the might of nature to your own benefit? Or help nature reclaim what civilization has taken from it?

Such a close bond with nature has left its mark on you. Consult the Rooted Soul Quirks table and choose or randomly determine how your bond has affected you.

Rooted Soul Quirks
d6 Mark
1 Mushrooms grow on you if you get wet.
2 Insects spawn from the effects of your spells. The insects differ depending on what spells you cast.
3 Your hair is made of vines or brambles and grows back to normal length within 1 hour of being cut.
4 You have oddly-shaped pupils that resemble the eyes of an animal.
5 When you sleep, flowers bloom in a circle around you.
6 You shed animal material such as feathers, fur, or scales when you experience strong emotions.

Nature Spells[edit]

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Nature Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Additionally, you can use a druidic focus as your spellcasting focus.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an transmutation spell from the druid, sorcerer or wizard spell lists.

Sorcerer Level Spells
1st Entangle, Goodberry, Thorn Whip
3rd Aid, Spike Growth
5th Aura of Vitality, Plant Growth
7th Grasping Vine. Hallucinatory Terrain
9th Tree Stride, Wrath of Nature

Rooted Concentration[edit]

When casting difficult spells you can draw strength from the earth, melding yourself to the ground and augmenting your power. When you cast a spell of 1st level or higher that requires concentration and if you are on the ground, you can choose to enter a rooted state. While in this state, you gain the following benefits:

  • Your movement speed becomes 0 and you don't benefit from any bonuses to your movement speed.
  • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).

You remain rooted until you choose to end this effect as a bonus action or until you are no longer concentrating. While rooted you cannot be forcibly moved, and teleporting breaks your concentration.

Rooted Sorcery[edit]

Beginning at 6th level, when you cast any spell of 1st level or higher from your Nature Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Photosynthesis[edit]

Starting at 6th level, you become more botanic-like and begin to feed upon sunlight. If you spend 8 hours in direct sunlight, you do not need to eat for the next 24 hours.

Additionally, once per turn, when you deal bludgeoning, piercing or slashing damage from a spell, you can add your Charisma modifier to the damage roll of that spell

Rooted Ground[edit]

At 14th level, you learn to use your roots to draw nutrients from the soil, which raises your hit point maximum and current hit points by 2 for each sorcerer level you have when you enter your rooted state. This increase lasts until you leave the rooted state; your hit point maximum then returns to normal, but your current hit points remain the same, unless they exceed your hit point maximum, in which case they decrease to your hit point maximum. You also gain tremorsense to a range of 30 feet while in your rooted state.

Additionally, when you enter your rooted state, you can plant your roots in the ground around you. These roots twist and turn the ground beneath you, causing the ground within 30 feet of you to be considered difficult terrain for creatures hostile to you while you are in the rooted state.

Scion of Nature[edit]

At 18th level, you have become an emissary of the natural world. You gain resistance to bludgeoning and piercing damage, and immunity to poison damage. Beasts, insects, and plants that you conjure with your spells do not wilt away or otherwise disappear due to those spells ending unless you allow them to, instead remaining without any magical effects and no longer under your control.

When you are damaged by a creature within 60 feet, you may use your reaction to entangle the creature in magical vines. The creature must make a Strength saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is restrained until the beginning of its next turn. On a successful save the creature takes no damage and isn’t restrained.

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