Verdant Bloodline (5e Subclass)

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Verdant Bloodline[edit]

Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.

Bonus Proficiencies

You gain proficiency with clubs, scimitars, and either the Nature or Survival skill (your choice). Additionally, you can use a druidic focus as your spellcasting focus.

Bonus Spells

You can choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you:

Sorcerer Level Spells
1st druidcraft, shillelagh,
entangle, hail of thorns
3rd barkskin, spike growth
5th conjure plant creatures, plant growth
7th grasping vine, hallucinatory terrain
9th awaken*, control plants

* Unless you gain this spell from another source, you can only target plants with this spell.

Vine Whip

As an action, you can create a whip-like vine that lashes at a creature of your choice within 30 feet of you. Make a melee spell attack against the target, using your sorcerer spell attack bonus, and if you hit, the target takes 1d6 slashing damage and, if it is of Large size or smaller, is pulled up to 10 feet toward you. The damage dealt by this feature is considered magical. This damage increases as you gain levels, regardless of if those levels are in this class or a different one: the damage increases to 2d6 at 5th character level, 3d6 at 11th character level, and 4d6 at 17th character level.

Verdant Form

At 6th level, you gain the ability to temporarily grow and take on the appearance of a large plant creature. As a bonus action, you can assume this form, which lasts until you end it as a bonus action or are incapacitated. While transformed, you undergo the following changes:

  • If your size is smaller than Large, your size becomes Large. If you are Large size or larger, your size increases by one size category (for example, Large to Huge).
  • Any speed you have becomes 5 feet, unless it was already lower.
  • Your reach increases by 5 feet.
  • You gain temporary hit points equal to half your sorcerer level at the beginning of each turn. When your form ends, you lose any temporary hit points you gained from it.

Once you transform out of this form back into your normal form, you can't transform into your verdant form again until you next roll initiative.


Also at 6th level, you begin to feed upon sunlight. If you spend 8 hours in direct sunlight, you do not need to eat for the next 24 hours. Additionally, you no longer need to sleep; instead, you enter a dormant state, during which you are aware of your surroundings. If you spend 4 hours in this dormant state, you gain the same benefit that an ordinary human does from 8 hours of sleep. You can't be put to sleep by an effect such as a sleep spell or a brass dragon's sleep breath.

Take Root

At 14th level, when you take on your verdant form, you can plant roots in the ground, which reduces any speed you have to 0. These roots twist and turn the ground beneath you, causing the ground within 30 feet of you to be considered difficult terrain for your enemies while you are in your verdant form. Additionally, you use your roots to draw nutrients from the soil, which raises your hit point maximum and current hit points by 2 for each sorcerer level you have. This increase lasts until you leave that form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they exceed your hit point maximum, in which case they decrease to your hit point maximum. While rooted, you also gain tremorsense to a range of 30 feet.

Verdant Shepherd

At 18th level, your verdant heritage fully manifests. You have advantage on saving throws to avoid becoming paralyzed, poisoned, or stunned, and to avoid having your form altered, such as from the spell polymorph. Additionally, you gain immunity to poison damage.

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