Sorcerer, Sylvan Soul Origin

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Intended for use with SwordMeow’s Tweaked Sorcerer

Sylvan Soul, Sorcerous Origin

Origin Spells List

Sorcerer Level

Spells

1st

Entangle

3rd

Animal Messenger

5th

Plant Growth

7th

Conjure Woodland Beings

9th

Commune with Nature

11th

Transport Via Plants

Tongues of the Old Earth

When you choose this archetype at 1st level, you gain the ability to cast Speak with Plants or Speak with Animals without expending a spell slot. After casting either spell using this feature, you cannot use this feature again until after completing a short or long rest.

Additionally, you learn to read, write, and speak Sylvan.

Land's Refreshment

At 1st level, as a bonus action, you may use a bonus action to expend 1 Sorcery point and heal yourself and an ally that you can see within 30 feet of you. You and your ally regain hit points equal to your Charisma modifier.

Starting at 6th level, you may expend an additional Sorcery Point to double the amount of hit points regained.

Magical Seeds

At 6th level, as an action, you may create a magical seed in your grasp. This seed can be planted on any solid surface, including walls, ceilings, and corners, or it can be harmlessly planted onto a creature. After 1 minute, the seed sprouts into a plant, no larger than a Tiny-sized creature, and activates it's magical effects. It requires no water, soil, sunlight, or anything else to survive. The plant lives until plucked or destroyed. You may have up to two Magical Seeds at once. If you plant a third Seed, the oldest Seed withers and dies.

There are different forms a Seed can take, you choose which form it is upon planting the seed. You choose from the following list:

Angel Aloe

If this is planted on a creature that is or becomes blinded, deafened, diseased, paralyzed, or poisoned, at the end of the creature's turn, this Seed is expended and the creature is cured of all of the listed conditions.

Chatterblossoms

As an action, you may speak through this plant until the beginning of your next turn. You choose if the sound produced by the plant sounds like your voice or is filtered to sound different. 

Additionally, if a creature moves within 20 feet of the Chatterblossoms, the Chatterblossoms will begin speaking loudly to the creature. The plant can be heard clearly from up to 60 feet away. When you plant this Seed, you can designate creatures that will not trigger this plant to speak.

Devil's Grasp

If a creature comes within 20 feet of this Seed, vines and roots erupt from the Seed toward the creature. The creature must succeed on a Strength Saving Throw against your Spell Save DC or be Restrained for 1 minute. As on action on its turn, a creature can reattempt the Saving Throw to free itself. When you plant this Seed, you may designate creatures who do not trigger this effect.

Nymph Cushion

Whenever a creature moves within 10 feet of this plant, they must succeed on a Constitution Saving Throw against your Spell Save DC or fall Unconscious for 1 minute, as if put to sleep by the Sleep spell. If a creature succeeds on their Saving Throw or wakes up from this plant’s effect, it is immune to becoming Unconscious this way for 24 hours. When you plant this Seed, you may designate creatures who do not trigger this effect.

Seer's Eye

As an action, you can see through the Seer's Eye as if it had the same senses as you. You can see and hear what it sees and hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

Arbor Dance

At 14th level, each time you cast a spell of 1st-level or higher, you may immediately move up to 10 feet. If you expend one or more Sorcery point when you cast the spell, you may move an additional 5 feet.

Earthen Ally

At 18th level, you may call upon nature to send you a guardian ally to aid in battle. As an action, you may spend 8 Sorcery Points to summon a creature formed from natural materials around you. You begin concentrating on this effect as if concentrating on a spell. This creature has the same statistics and actions as a Treant. The creature lasts for 1 hour and then dies. You cannot use this feature again until after completing a long rest.

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