Sorcerer/Orchard Origin

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Orchard Origin
Your magic is tied to the beauty and elegance of nature. Perhaps you obtained your magic from a mystical dryad, or instead stumbled across an ancient forest ritual. No matter how you obtained it, you're able to reflect this beauty in the flowers you create to protect your allies.
Origin Spells
You gain origin spells at the sorcerer levels listed below.
| Sorcerer Level | Spell |
|---|---|
| 1st | entangle |
| 3rd | protection from poison |
| 5th | plant growth |
| 7th | grasping vine |
| 9th | commune with nature |
| 11th | wall of thorns |
Inspiring Bloom
Starting when you choose this origin at 1st level, your spells call forth the vibrant natural energy of flowers. You learn the druidcraft cantrip, which doesn't count against your number of sorcerer cantrips known. It is considered a sorcerer spell for you.
Whenever you cast a spell of 1st level or higher, you can summon a cluster of magical flowers that bloom across your own armour or clothing or that of a creature within 30 feet of you that you can see. You select which type of flowers bloom, with the chosen type of flowers granting their listed benefit to the creature:
- Chamomile. These small white flowers embody speed. The creature can add 1d4 to its Dexterity checks, and its movement speed increases by 5 feet.
- Dandelion. These small yellow flowers stand for hope. The creature has advantage on death saving throws.
- Lavender. These lavender flowers symbolize power. The creature's weapon attacks count as magical for the purpose of overcoming resistances.
- Lily. These flowers, often white or pink, personify honor. The creature has advantage on saving throws against being frightened.
- Sunflower. These bright yellow flowers reflect the sun, and inspire vitality. The creature has advantage on saving throws against poison and disease. The flowers last for 1 minute, and a creature can only benefit from one type of flower growing on it at a time; if a new type of flower is grown on a creature, the previous flowers wither and die.
Garden Chatter
Also at 1st level, you can communicate with non-magical flowers. You can question flowers about events in its immediate area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Additionally, whenever you make a Charisma check when interacting with plants, your Proficiency bonus is doubled if it applies to the check.
Swirl of Petals
At 6th level, you can twist your natural magics to better protect your allies.As a bonus action on your turn, you can cause petals to swirl up and around a creature you can see within 60 feet of you. Until the start of your next turn, attack rolls against that creature have disadvantage. Once you use this feature, you must finish a short or long rest before you can do so again.
Exhilarating Bloom
Starting at 14th level, you've unlocked the capabilities to summon new and powerful flowers. Whenever you summon flowers on a creature, you can choose to instead spend 2 sorcery points to select one of the following flower types to summon:
- Camellia. These large pink flowers represent resilience. When you grow these flowers on a creature, they can choose one of the following damage types: cold, fire, or lightning. When the creature take damage of that type, they can reduce the damage they take by an amount equal to your Charisma modifier.
- Gerbera. These brightly coloured flowers express strength. When the creature rolls damage and rolls a 1 or 2 on any of the dice, it can choose one of those dice and rolls it again. The creature must use the new result.
- Marigold. These golden flowers typify cruelty. Whenever the creature reduces another creature to 0 hit points, it gains a number of temporary hit points equal to 1d6 + your Charisma modifier.
- Pansy. These flowers, often purple or yellow, express loyalty. The creature, and all friendly creatures within 5 feet of them, have advantage on saving throws against being frightened or charmed.
- Stephanotis. These small white flowers inspire luck. When the creature rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Reverberating Bloom
Starting at 18th level, when your flowers bloom, they do so abundantly. When you grow flowers on a creature, you can spend 3 sorcery points to grow the same type of flowers on any number of creatures of your choice within 30 feet of the first creature.
Additionally, when you grow a flower on yourself using either your Inspiring Bloom or your Exhilarating Bloom, any previous flowers do not immediately wither and die, but instead last for their full duration.
| Sorcerer | |
|---|---|
| Subclasses | Aberrant ᴴᴮ · Abyssal Legacy ᴴᴮ · Aether Heart ᴴᴮ · Astral Ghost ᴴᴮ · Desert Soul ᴴᴮ · Draconic Bloodline · Demonic Heritage ᴴᴮ · Godtouched ᴴᴮ · Infernal Heritage ᴴᴮ · Imperial Birthright ᴴᴮ · Iron Soul ᴴᴮ · Ocean Heritage ᴴᴮ · Orchard Origin ᴴᴮ · Phoenix Soul ᴴᴮ · Planetouched ᴴᴮ · Raw Magic ᴴᴮ · Star Touched ᴴᴮ · Stoneheart ᴴᴮ · Storm Sorcery · Vampiric Blood ᴴᴮ · Wintry Ascendant ᴴᴮ · Ysgardian Ancestry ᴴᴮ |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |