Sorcerer Bloodline: Scion

by FrostBladestorm

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Sorcerer: Scion

There are those who are blessed with the powers of Mother Nature: her children, the true guardians of the natural order. These Scions as they have been named are beings directly connected with the primordial world, having the capacity to channel the ferocity of primal magic and command the natural order in a way no one else can.

As a scion, you have found yourself intrinsically connected to the natural world, born with or inherited the power to command druidic magic with your metamagical abilities. Perhaps you trace your ancestry through a long list of scions, or maybe you were exposed to fey magic causing you to wield the same power. Regardless of how you came about your abilities, few can command it the way that you can.

Scion Features
Scion Level Feature
1st Druidic Magic, Briar Ward
6th Naturalist
14th Sprouting Vines
18th Shepherd of the Forest

Druidic Magic

Your link to the natural world manifests in your magic. You learn additional spells when you reach certain levels in this class, as shown on the Scion Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Scion Spells
Sorcerer Level Spells
1st entangle, goodberry
3rd barkskin, spike growth
5th plant growth, speak with plants
7th conjure woodland beings, giant insect
9th commune with nature, tree stride

Furthermore, when your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Also, you know Druidic, the secret language of druids (see the “Druid” section in the Standard Reference Document).

Briar Ward

Starting at 1st level, you can command nature to defend you. When you cast a spell of 1st level or higher, you can create a vine that extends from your body.

As a bonus action while the vine is active, you can attempt to shove a creature within 30 feet. The target must make a Strength saving throw against your spell save DC. On a failure, you knock the target prone, push it 5 feet away from you, or pull it 5 feet towards you.

The vine lasts until you use it, dismiss it as a bonus action or you fall unconscious. You can only have one vine at a time.

Naturalist

At 6th level, you have an affinity with the natural world few can match. You gain the following benefits:

  • You gain a climbing speed equal to your speed.
  • You ignore difficult terrain created by plants or similar organic material, both magical and nonmagical.
  • You can pass through nonmagical plants without taking damage from them if they have thorns, spines, or a similar hazard.

Sprouting Vines

Beginning at 14th level, while you have an active vine, you can use your innate magic to split the vine and allow it to support your body for limited flight. As long as you are within 30 feet of a solid surface and you aren't incapacitated, you have a flying speed of 30 feet. While you are aloft this way, you can't be knocked prone.

When you use the vine for your Briar Ward feature, the vines gently lower you back to the ground if you are aloft at the end of your turn.

Shepherd of the Forest

Upon reaching 18th level, you have fully realised your connection to the primal world, making natural creatures hesitant to attack you. When a beast or 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.

In addition, for every 10 years that pass, your body ages only 1 year.


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