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Flower Child

Flower Child Quirks
d6  Quirk
You always smell like sweet, blooming flowers.
From your hair to your skin to your clothing, you are quite a colorful individual.
Animals that help to pollinate flowers are your favorite kind.
You know that everything has its chance to shine, its chance to ‘bloom’.
You keep flowers with you at all times, and your skin has occasional little thorns on it.
You are at your best when spring is in the air, and everything is beginning to return from winter.

Magic of the Spring

Your connection to spring and flowers gives you the option to learn some additional spells that focus on plants and vines. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.
Sorcerer Level  Spell
1st  entangle
3rd  spike growth
5th  plant growth
7th  grasping vine
9th  wrath of nature
11th  wall of thorns

Natural Knowledge

Starting at 1st level, your knowledge of flowers and nature has granted you proficiency in the Nature skill and the Herbalism Kit.   You also learn the thorn whip cantrip, which counts as a sorcerer cantrip for you.

Flower Speech

Beginning at 1st level, you have gained the ability to communicate with flowers. You can speak to flowers and plants as if using the speak with plants spell.   Additionally, bees, butterflies, hummingbirds, and any animal who helps to spread pollen treat you with respect, and whenever you make a Charisma check when interacting with any of these types of animals or flowers, your Proficiency bonus is doubled if it applies to the check.

Rejuvenating Bloom

Starting at 6th level, your connection to flowers has granted you the ability to move through nonmagical difficult terrain at the cost of no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.   Additionally, you are able to send rejuvenating energy to your allies. As an action, you can spend 3 sorcery points to let flowers that are either on you or held by you bloom, sending pollen and sweet aromas towards others, allowing creatures of your choice up to your Charisma modifier and within a 30 feet radius of you to gain temporary hit points equal to half your sorcerer level, as well as having advantage on saving throws against being charmed for 1 minute. This range increases to 60 feet at 14th level.

Blossoming Life

At 14th level, you have learned how to use nourishing energy akin to how flowers and plants can. You do not need to consume food per long rest so long as you have spent at least 1 hour in direct sunlight.   Additionally, you can cause your blooming flowers to carry additional healing qualities. When you use your Rejuvenation Bloom feature, creatures who benefit from it regain hit points equal to half your sorcerer level, and have advantage on saving throws against being poisoned for 1 minute.

Floral Mastery

By 18th level, you have become a beautiful aspect of nature. You gain immunity to the charmed condition, and when a plant creature attacks you, that creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you. Additionally, you have learned how to send blooming flowers onto your enemies that benefit your allies. As an action, you can spend 4 sorcery points to cause flowers to spread to creatures of your choice within a 90 foot area. Each creature must make a Constitution saving throw against your sorcerer spell save DC, or the flower roots itself onto their body, and the creature takes piercing damage equal to your sorcerer level. When the creature takes damage, the flower sends into the air a sweet-smelling pollen within a 10 foot radius of the creature. Allies of your choice who are within this area regain hit points equal to your Charisma modifier. A creature who has a flower rooted into them can repeat the saving throw again, or take additional piercing damage equal to half your sorcerer level on a failed save, and ending the effect on a success. Creatures without blood, such as constructs or invisible undead, are immune to this effect. Once you have used this feature, you cannot do so again until you finish a long rest.

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