Arboreal Magic

You are close to nature, particularly with plant life. In a way similar to a druid, you draw your magic from the boughs of nature and the life force of the Material Plane. You may have a connection to the Feywild, possible as the result of a boon or curse from a fey upon your bloodline.

For all of your life nature has either embraced you as its own or trembled in your presence. While many Arboreal sorcerers act in harmony with the natural world, others feed upon it to sustain their desire for power.

Arboreal Magic Features
Sorcerer LevelFeature
1stArboreal Magic, Plantborn
6thLand’s Stride, Life Swell
14thSylvan Embrace
18thCommand of Nature

Arboreal Magic

1st-level Arboreal Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Arboreal Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Arboreal Spells
Sorcerer LevelSpells
1stentangle, speak with animals
3rdbarkskin, spike growth
5thplant growth, speak with plants
7thblight, stoneskin
9thantilife shell, tree stride

Plantborn

1st-level Arboreal Magic feature

Through your closeness to nature, you have a natural knowledge of plants and can interact with them in favorable ways. You gain proficiency in Nature. Moreover you have advantage on ability checks pertaining to or with plants.

Land’s Stride

6th-level Arboreal Magic feature

Moving through nonmagical difficult terrain costs you 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.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Life Swell

6th-level Arboreal Magic feature

When you cast a spell of 1st level or higher from your Arboreal Magic 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.

When you cast a spell via this feature or augment one with a Metamagic option, you can draw upon the life force of the plants within 5 feet of you for each level of the spell to reduce the Sorcery Point cost by 1. The affected plants wither and die, and the land becomes desolate and fallow: nothing can grow there again for a number of years equal to your sorcerer level.

If there are no living plants in the area, you can’t use this feature.

Sylvan Embrace

14th-level Arboreal Magic feature

You have manifested traits not unlike a plant, often including physical changes such as vine-like hair or green-tinged skin. You gain the following benefits:

  • Immunity to the poisoned condition.
  • Resistance to poison damage.
  • You don’t need to eat provided you spend at least 4 hours in sunlight each day.
  • Whenever you start to cast a spell you gained from your Arboreal Magic feature that requires concentration, you can expend 5 sorcery points so it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute.

Command of Nature

18th-level Arboreal Magic feature

As a bonus action, you can expend 1 sorcery point to create a magical plant for 1 minute within 60 feet of you. If you have ever killed plant life with your Life Swell feature, the plants appear dead and haunted; otherwise they appear verdant and colorful.

The plant is immobile and can be attacked. It has AC 10 and 100 hit points. It has damage immunity to bludgeoning, cold, lightning, poison, and psychic damage and condition immunity to charmed, frightened, petrified, poisoned, and unconscious. The plant has blindsight to a distance of 20 feet. It uses your Charisma score for its Strength and Constitution scores; its other ability scores are 10.

When the plants first appear and as a bonus action on your subsequent turns, they can take an action to do one of the following effects. If you create multiple plants, you can command each using the same bonus action. Whenever an effect requires a saving throw, the save is made against your spell save DC.

Ensnare. One creature within 5 feet of the plant must succeed on a Strength saving throw or become restrained. As an action, a creature can use its action to make a Strength check against your spell save DC, freeing the target on a success.

Poison Mist. Each creature within 5 feet of the plant must succeed on a Constitution saving throw or become poisoned for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the condition for it on a success.

Rip and Tear. Each creature you choose that moves within 5 feet of the plant until the start of your next turn must make a Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one.