samcifer
2018-01-12, 04:58 PM
Okay, I wondered if a druid-sorcerous theme would be interesting. Tried to make the effects more creative. Left out flavor text as I rushed this a bit while at work. Please be kind in replies and advice:
Wilderness Sorcerous Origin
L1=
At One with Nature: You gain proficiency in the Nature and Survival skills.
You gain the Firbolg racial power Speech of Beast and Leaf.
Nature Magic: When choosing cantrips and/or spells, you may choose spells from the Druid spell list as well as from the Sorcerer spell list. Druid spells chosen are treated as Sorcerer spells for you.
L6=
Natural Cleansing: You may remove any Diseased or Poisoned condition from any one creature or plant by spending 3 Sorcery Points and touching the chosen creature. For the next 8 hours, they have advantage on any rolls made against any effect that bestows the Diseased or Poisoned conditions.
Natural Predator: When using spells that require a ranged spell attack roll, you take no penalties if the target of the attack has partial or three-quarters cover if the cover is provided by any form of vegetation.
L14=
Hardy Nature: You gain resistance against bludgeoning, piercing and slashing damage.
You can spend 6 Sorcery points when you restore hit points to any one creature using a spell, the target gains 1 additional HP per Sorcerer level you currently possess. This ability can only be used if the target of the healing spell ihas only half or less of their maximum HP. This effect can only be used once per long rest.
L18=
Nature's Grasp: Spend 5 Sorcery points. A number of creatures you choose within 40 feet of you equal to your Charisma modifier or less must make a Strength check. On a failed save, they are restrained. During the creature's turn, they may make a Strength check to free themselves. If there is any plant life within 30 feet of you when using this ability, the targeted creatures have disadvantage on all rolls made against this ability. You may use this ability only once per long rest.
Wilderness Sorcerous Origin
L1=
At One with Nature: You gain proficiency in the Nature and Survival skills.
You gain the Firbolg racial power Speech of Beast and Leaf.
Nature Magic: When choosing cantrips and/or spells, you may choose spells from the Druid spell list as well as from the Sorcerer spell list. Druid spells chosen are treated as Sorcerer spells for you.
L6=
Natural Cleansing: You may remove any Diseased or Poisoned condition from any one creature or plant by spending 3 Sorcery Points and touching the chosen creature. For the next 8 hours, they have advantage on any rolls made against any effect that bestows the Diseased or Poisoned conditions.
Natural Predator: When using spells that require a ranged spell attack roll, you take no penalties if the target of the attack has partial or three-quarters cover if the cover is provided by any form of vegetation.
L14=
Hardy Nature: You gain resistance against bludgeoning, piercing and slashing damage.
You can spend 6 Sorcery points when you restore hit points to any one creature using a spell, the target gains 1 additional HP per Sorcerer level you currently possess. This ability can only be used if the target of the healing spell ihas only half or less of their maximum HP. This effect can only be used once per long rest.
L18=
Nature's Grasp: Spend 5 Sorcery points. A number of creatures you choose within 40 feet of you equal to your Charisma modifier or less must make a Strength check. On a failed save, they are restrained. During the creature's turn, they may make a Strength check to free themselves. If there is any plant life within 30 feet of you when using this ability, the targeted creatures have disadvantage on all rolls made against this ability. You may use this ability only once per long rest.