Flower Child Quirks |
|
d6 |
Quirk |
1 |
You always smell like sweet, blooming flowers. |
2 |
From your hair to your skin to your clothing, you are quite a colorful individual. |
3 |
Animals that help to pollinate flowers are your favorite kind. |
4 |
You know that everything has its chance to shine, its chance to ‘bloom’. |
5 |
You keep flowers with you at all times, and your skin has occasional little thorns on it. |
6 |
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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