Verdant Bloodline (Revised)

by Portulo

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Verdant Bloodline, Revised

Verdant Bloodline

You are touched by the "Green", the mystical force that brings sentience to plants and plant-like creatures.

Plant Magic

Starting at 1st level, you gain a repertoire of spells that highlight your bloodline. You know the following spells based on your sorcerer level. These spells are sorcerer spells for you and do not count against the number of Spells Known from the Sorcerer class Table.

Additionally, you know the druidcraft and thorn whip cantrip. These count as sorcerer spells for you and do not count against the number of cantrips you can know from the Sorcerer class Table.

Sorcerer Level Spells
1st entangle, goodberry,
3rd barkskin, spike growth
5th plant growth, speak with plants
7th grasping vine, guardian of nature
9th awaken, tree stride

Menacing Thorn Whip

Also at 1st level, your thorn whip cantrip is imbued with stronger magic than normal. Whenever you cast thorn whip, the whip remains in your hand. You must concentrate as if concentrating on a spell and always have the whip grasped, otherwise the whip disappears. While you have your thorn whip in your hands, you gain the following effects:

  • When you hit a creature with this cantrip and it is Large or smaller, you can choose to push them up to 10 feet in any direction of your choice.
  • Your thorn whip cantrip does 1d8 damage instead of 1d6.

Art: LadyLara
Originally by u/impersonater (Reddit) (GMBinder)

Mantle of Verdure

Starting at 6th level, you can release a part of your bloodline to manifest itself in various ways. As an action, you activate your verdant form, which looks like you but more plantlike. Your skin hues to a green, dotting itself with thorns. Your clothing appears like various flora, and your hair is like tendrils of a vine. This form lasts 1 minute and all effects end when it ends. While in your verdant form, you gain the following effects:

  • As a bonus action, you cause 5-foot radius around you to become thick and overgrown with plants, becoming difficult terrain. You treat this terrain normally. As a bonus action on subsequent turns, you can expand this difficult terrain an additional 5-feet from you or spaces adjacent to difficult terrain you created from this feature on previous turns, but no more than 30 feet from where you stand.
  • You become resistant to bludgeoning and piercing damage and vulnerable to fire damage.
  • Any spells you know from the Plant Magic feature that require 1 action to cast can be cast by expending 1 sorcery point per spell level of the spell, instead of expending a spell slot. Otherwise, treat the spells as normal.
  • As an action, you can expend 2 sorcery points to surge up your plants from the difficult terrain you have created from this feature. Creatures of your choice in difficult terrain you created from this feature must make a Strength saving throw against your sorcerer spell save DC or be restrained. Restrained creatures take bludgeoning damage equal to half your sorcerer level + your Charisma modifier at the beginning of their turn as the vines constrict them. Creatures may repeat this saving throw at the end of their turns to escape.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Plantform

Starting at 14th level, your body is more plantlike than ever before as you have attuned yourself closer and closer to your bloodline magic. You are immune to poisons and disease, poison damage, and the poisoned condition. Also, you no longer age, need to eat, drink, or sleep. You do, however, still need to take long rests of at least 4 hours doing minor tasks, such as reading or meditating, to avoid becoming exhausted.

Additionally, you are truly in communion with plants. You can cast speak with plants as an action at will, without expending a spell slot or sorcery points.

Superior Verdure

Starting at 18th level, your Mantle of Verdure feature has reached its pinnacle of power. Whenever you use your Mantle of Verdue, you also gain the following effects:

  • Critical hits are treated as normal hits against you.
  • As an action, you can expend 2 sorcery points to release a swirl of spores into the air. Creatures of your choice in difficult terrain you created by this feature must make a Constitution saving throw against your sorcerer spell save DC or take 4d8 poison damage or half on a success. Creatures who fail their save are also poisoned.
  • As an action, you can expend 9 sorcery points to increase the duration of your Mantle of Verdure for another minute or to act as though you finished a short rest, gaining all the benefits as though you did.
 

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