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  Introduction
  Introduction
  T
  he powers that sorcerers wield can both
  originate from and manifest themselves in a
  variety of ways. From the raw strength of
  storms to the almighty power of dragons,
  sorcerers are some of the most unique magic
  wielders of the land.
  This compendium is meant to provide several additional
  options for sorcerers with abilities and powers that relate to
  some of the most prominent cycles found in nature: the
  cycles of the seasons (spring, summer, autumn, winter), the
  cycles of the moon, and the life cycles of trees. Sorcerers
  made from this compendium are those that have strong
  connections to these natural cycles, and in turn are incredible
  beings to behold; they can command powers of the seasons,
  magic from the moon, or warp trees and wood.
  The options presented in this compendium are part of the
  second installment of a new series of sorcerous origin
  compendiums that will allow for more options with which to
  create sorcerers with. This series, called Yorviing's
  Sorcerous Grimoires, will set forth new choices to let
  people create sorcerers that will fill a certain niche, build, or
  character type that they may have had trouble with creating
  prior.
  So please, without further ado, I hope that you find much
  fun, excitement, and ideas within this, the second installment
  of Yorviing's Sorcerous Grimoires, Children of the Cycle.
  Table of Contents
  Table of Contents
  Table of Contents
  Table of Contents
  Sorcerous Origins
  Sorcerous Origins
  1. Flower Child
  2. Sunblessed
  3. Autumnal Spirit
  4. Winterheart
  5. Moontouched
  6. Wooden Soul
  Additional Player Options: Roll Tables
  Additional Player Options: Roll Tables
  1. Arcane Origins
  2. Reactions
  3. Supernatural Marks
  4. Signs of Sorcery
  Additional Spells
  Additional Spells
  Conclusion
  Conclusion
  Art Credits
  Changelog (V 1.0 to V 1.1)
  Legal Information
  Special Thanks
  Notes to DM
  Notes to DM's and Players
  s and Players
  The sorcerer subclasses presented in this
  compendium are rather niche ones, to be sure.
  Additionally, they are presented as being a tad
  stronger than base subclasses. The reason for this
  is to add a bit more 'umph' to the sorcerer class
  (because who doesn't like feeling a bit powered
  here and there, as well as having a few more spells
  and abilities at your disposal?)
  However, that is not to say that these subclass
  options are meant to be overpowered. My two
  main purposes for the routes that I went with in
  creating these were the following:
  Allowing for an extended spell list for sorcerers.
  This is due to the fact that it makes more sense
  for a sorcerer who, say, wields lightning, to
  know some lightning spells by default. The
  same can be said for fire, earth, etc etc.
  Allowing for some additional abilities and
  features that make sense for the subclass, for
  both in and out of combat. These can be
  environmental adaptations, body
  enhancements, or tools for special interactions.
  DM's, feel free to edit or modify any of these
  subclasses to fit your player, campaign setting, or
  house rules. Again, these are meant just for fun and
  to have additional options available. So please, have
  fun!
  I
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  Sorcerous Origin: Flower
  Sorcerous Origin: Flower
  Child
  Child
  The season of spring is a time of rebrith, renewal, and
  revitalizing growth, as animals awaken from hibernation,
  flowers begin to bloom, and the land returns from the dreary
  blanket of winter to the welcoming warmth of blue skies and
  vibrant green growth.
  You are a sorcerer of this powerful energy, and manifest it
  in the form of one spring's most signature features: blooming
  flowers. Perhaps you were born on the first day of spring, or
  are the descendent of a powerful dryad or a deity of nature.
  You may even have come from a bloodline of powerful druids,
  or had your powers awakened by a magical flower. Whatever
  the case may be, you are a sorcerer of joy and vibrance, but a
  powerful one still.
  Flower Child Quirks
  Flower Child Quirks
  d6
  d6 Quirk
  Quirk
  1 You always smell like sweet, blooming flowers.
  2 From your hair to your skin to your clothing, you are
  quite a colorful individual.
  3 Animals that help to pollinate flowers are your favorite
  kind.
  4 You know that everything has its chance to shine, its
  chance to ‘bloom’.
  5 You keep flowers with you at all times, and your skin
  has occasional little thorns on it.
  6 You are at your best when spring is in the air, and
  everything is beginning to return from winter.
  Flower Child Features
  Flower Child Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Natural Knowledge, Flower Speech
  6th
  Rejuvenating Bloom
  14th
  Blossoming Life
  18th
  Floral Mastery
  Magic of the Spring
  Magic of the Spring
  Your connection to spring and flowers gives you the option to
  learn some additional spells that focus on plants and vines.
  When your Spellcasting feature lets you learn a sorcerer spell
  of 1st level or higher, you gain an additional spell from the list
  below. These spells do not count towards the total number of
  spells you know, and the spells count as a sorcerer spells for
  you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  entangle
  3rd
  spike growth
  5th
  plant growth
  7th
  grasping vine
  9th
  wrath of nature
  11th
  wall of thorns
  Natural Knowledge
  Natural Knowledge
  Starting at 1st level, your knowledge of flowers and nature
  has granted you proficiency in the Nature skill and the
  Herbalism Kit.
  You also learn the thorn whip cantrip, which counts as a
  sorcerer cantrip for you.
  Flower Speech
  Flower Speech
  Beginning at 1st level, you have gained the ability to
  communicate with flowers. You can speak to flowers and
  plants as if using the speak with plants spell.
  Additionally, bees, butterflies, hummingbirds, and any
  animal who helps to spread pollen treat you with respect, and
  whenever you make a Charisma check when interacting with
  any of these types of animals or flowers, your Proficiency
  bonus is doubled if it applies to the check.
  1
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  Rejuvenating Bloom
  Rejuvenating Bloom
  Starting at 6th level, your connection to flowers has granted
  you the ability to move through nonmagical difficult terrain at
  the cost of no extra movement. You can also pass through
  nonmagical plants without being slowed by them and without
  taking damage from them if they have thorns, spines, or a
  similar hazard.
  Additionally, you are able to send rejuvenating energy to
  your allies. As an action, you can spend 3 sorcery points to let
  flowers that are either on you or held by you bloom, sending
  pollen and sweet aromas towards others, allowing creatures
  of your choice up to your Charisma modifier and within a 30
  feet radius of you to gain temporary hit points equal to half
  your sorcerer level, as well as having advantage on saving
  throws against being charmed for 1 minute. This range
  increases to 60 feet at 14th level.
  Blossoming Life
  Blossoming Life
  At 14th level, you have learned how to use nourishing energy
  akin to how flowers and plants can. You do not need to
  consume food per long rest so long as you have spent at least
  1 hour in direct sunlight.
  Additionally, you can cause your blooming flowers to carry
  additional healing qualities. When you use your Rejuvenation
  Bloom feature, creatures who benefit from it regain hit points
  equal to half your sorcerer level, and have advantage on
  saving throws against being poisoned for 1 minute.
  Floral Mastery
  Floral Mastery
  By 18th level, you have become a beautiful aspect of nature.
  You gain immunity to the charmed condition, and when a
  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.
  Additionally, you have learned how to send blooming
  flowers onto your enemies that benefit your allies. As an
  action, you can spend 4 sorcery points to cause flowers to
  spread to creatures of your choice within a 90 foot area. Each
  creature must make a Constitution saving throw against your
  sorcerer spell save DC, or the flower roots itself onto their
  body, and the creature takes piercing damage equal to your
  sorcerer level. When the creature takes damage, the flower
  sends into the air a sweet smelling pollen within a 10 foot
  radius of the creature. Allies of your choice who are within
  this area regain hit points equal to your Charisma modifier. A
  creature who has a flower rooted into them can repeat the
  saving throw again, or take additional piercing damage equal
  to half your sorcerer level on a failed save, and ending the
  effect on a success. Creatures without blood, such as
  constructs or invisible undead, are immune to this effect.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
  Sorcerous Origin:
  Sorcerous Origin:
  Sunblessed
  Sunblessed
  The season of summer is a time for things in nature to thrive,
  to bask under the warm brilliance of the sun. The days
  become longer, and many flock to activities outside, all the
  while as the sun shines gloriously above them.
  You are a sorcerer imbued with the heat of summer and
  the might of the midday sun. Thus, the power of both flame
  and solar radiance are yours to command. Perhaps you were
  born during a summer solstice, or an incredible celestial
  being blessed your family long ago. However you came to
  have these powers, you are a wielder of both fire and the
  strength of the sun.
  Sunblessed Quirks
  Sunblessed Quirks
  d6
  d6 Quirk
  Quirk
  1 You enjoy being in sunlight as much as possible.
  2 Your body never appears to be effected by long
  exposure to sunlight.
  3 The footsteps you leave seem to singe, as if slightly
  burned.
  4 Your eyes seem to shine or twinkle brightly, and your
  skin is always warm to the touch.
  5 You envy the power of the sun, as you wish that you
  could be so grossly incandescent.
  6 Your hair is a vibrant blonde, red, or auburn color.
  Sunblessed Features
  Sunblessed Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Soul of the Sun, Light of the Dawn
  6th
  Strength of the Flame
  14th
  Heart of the Sunflare
  18th
  Aspect of the High Noon
  Magic of the Sun
  Magic of the Sun
  Your connection to summer and the sun gives you the option
  to learn some additional spells that focus on fire, heat, and
  solar radiance. When your Spellcasting feature lets you learn
  a sorcerer spell of 1st level or higher, you gain an additional
  spell from the list below. These spells do not count towards
  the total number of spells you know, and the spells count as a
  sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  guiding bolt
  3rd
  continual flame
  5th
  daylight
  7th
  aura of life
  9th
  dawn
  11th
  sunbeam
  2
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  Soul of the Sun
  Soul of the Sun
  At 1st level, you learn the light and  
  control flames cantrips. In addition, you 
  have advantage on Perception checks made 
  in daylight.
  You also learn to read, write, and speak  
  Celestial, and you always know the position of the sun, 
  even when underground.
  Light of the Dawn
  Light of the Dawn
  Beginning at 1st level, as a bonus action you can cause your
  body to radiate bright light in a 10 foot radius from you, with
  dim light out an additional 10 feet. You can end this effect at
  any time.
  In addition, you can attune yourself to the sun to gain
  additional strength from it. By spending 1 minute in direct
  sunlight by meditating, you gain temporary hit points equal to
  half your sorcerer level plus your Charisma modifier.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
  Strength of the Flame
  Strength of the Flame
  At 6th level, you gain resistance to fire and radiant damage.
  In addition, whenever you start casting a spell of 1st level
  or higher that deals fire or radiant damage, blinding flames
  or light suddenly shine from you. This light causes creatures
  of your choice that you can see within 10 feet of you to make
  a Wisdom saving throw against your spell save DC. On a
  failed save, the target is blinded until the beginning of their
  next turn.
  Heart of the Sunflare
  Heart of the Sunflare
  By 14th level, you have become accustomed to heat and
  brightness. You are unaffected by the effects of extreme heat,
  and you are immune to the blinded condition.
  In addition, when you cast a spell that deals fire or radiant
  damage, you can spend 2 sorcery points to make one target
  of the spell receive additional fire or radiant damage equal to
  half your sorcerer level.
  Aspect of High Noon
  Aspect of High Noon
  At 18th level, your very essence is powered by the sun. You
  gain immunity to fire and radiant damage.
  In addition, you can spend 5 sorcery points to wreathe
  yourself in bright flames or light. For up to 1 minute while in
  this form, you gain the following benefits:
  Spells you cast that deal fire or radiant damage ignore
  resistances to fire and radiant damage, and treat
  immunities to fire and radiant damage as resistances.
  Whenever you are subject to fire or radiant damage, you
  instead regain hit points equal to 1/4th the damage dealt.
  Lights or flames within a 20 foot radius of you cannot be
  extinguished or dimmed by any means. Any extinguished
  lights or flames become reignited when they are within
  this aura.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
  Sorcerous Origin:
  Sorcerous Origin:
  Autumnal Spirit
  Autumnal Spirit
  The season of autumn is a curious one; the season brings
  people together, to celebrate successful harvests and rejoice
  in festivals, but it also is a reminder that all things will slowly
  meet their end and wither away to bring life to something
  new. Yet even with this process, there is beauty and joy to be
  found in the passing of life into death, as the cold snaps away
  at once were warm, summer days.
  You are a sorcerer who wields the power of cold, decay, and
  bountiful harvests, and as such are both a welcome ally and a
  powerful foe. Your powers could have originated from an
  entity of death and decay, or from a powerful god of harvest.
  Or, perhaps your bloodline stems from a culture that relishes
  in the season of autumn, and are keepers of crops. Whatever
  the case may be, you are a wielder of the magics that
  surround the season of autumn.
  Autumnal Spirit Quirks
  Autumnal Spirit Quirks
  d6
  d6 Quirk
  Quirk
  1 Your eyes are orange, auburn, deep brown, yellow, or
  grey in color.
  2 Many call upon you to be present during a harvest, as if
  you are a good luck charm.
  3 You smell like cinnamon, pumpkins, apples, hay,
  apples, damp wood, or fallen leaves.
  4 You are a rather melancholy individual.
  5 when you are near trees, they will shed a few of their
  leaves, as if in autumn.
  6 You are always ready to plan or attend a festival.
  Autumnal Spirit Features
  Autumnal Spirit Features
  Sorcerer Level
  Sorcerer Level Feature
  Feature
  1st
  One With the Fall, Knowledge of Harvests
  6th
  Guardians of the Fields
  14th
  Cloak of Fallen Leaves
  18th
  Wrathful Storm of Autumn
  3
  Sorcerous Origin | Sunblessed - Autumnal
  Spirit
  
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  Magic of the Fall
  Magic of the Fall
  Your connection to autumn gives you the option to learn
  some additional spells that focus on cold, decay, and harvests.
  When your Spellcasting feature lets you learn a sorcerer spell
  of 1st level or higher, you gain an additional spell from the list
  below. These spells do not count towards the total number of
  spells you know, and the spells count as a sorcerer spells for
  you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  fog cloud
  3rd
  spike growth
  5th
  sleet storm
  7th
  blight
  9th
  druid grove
  11th
  heroes' feast
  One With the Fall
  One With the Fall
  By 1st level, you have attuned yourself to nature and autumn.
  You gain proficiency in the Nature skill, and you learn the
  druidcraft cantrip.
  Knowledge of Harvests
  Knowledge of Harvests
  Starting at 1st level, your experience with harvests and
  preparing feasts has granted you additional benefits. You gain
  proficiency in sickles, and can use one as an arcane focus.
  In addition, once per long rest, you may spend 10 minutes
  scouring the land for edible crops, such as fruits and
  vegetables, equal to your Charisma modifier. Any creature
  who eats one of these foods gains the following benefits:
  Creatures can use their bonus action to eat one fruit or
  vegetable. They cannot eat more than one fruit or
  vegetable per turn.
  Creatures regain hit points equal to your Charisma
  modifier.
  Guardians of the Fields
  Guardians of the Fields
  By 6th level, you have become accustomed to the cooler
  climates of autumn, and the natural states of decay that
  autumn brings. You gain resistance to cold and necrotic
  damage.
  Additionally, you can call upon the guardians of harvests to
  come to your aid. As an action, you toss into the air a handful
  of straw or hay, spending 3 sorcery points to summon a
  scarecrow (Monster Manual, pg. 268).
  The scarecrow obeys your commands, and acts on your
  initiative order. The scarecrow exists until they are reduced
  to 0 hit points or are dispelled as a bonus action.
  Also, whenever you are within 10 feet of your summoned
  scarecrow, you have advantage on Charisma saving throws
  against being frightened.
  Cloak of Fallen Leaves
  Cloak of Fallen Leaves
  By 14th level, the plants of the land have become your ally.
  You can cast speak with plants at will.
  Additionally, as a bonus action, you may summon a cloak of
  fallen leaves to wrap around you. While wearing this cloak,
  once on each of your turns, you can use 10 ft. of your
  movement to step magically into one living tree within your
  reach and emerge from a second living tree within 60 ft. of
  the first tree, appearing in an unoccupied space within 5 ft. of
  the second tree. Both trees must be large or bigger.
  Whenever you enter a tree, the tree changes in appearance
  as if it was autumn, and reverts back whenever you exit a
  tree.
  Master of Autumn
  Master of Autumn
  At 18th level, you have become one with the autumnal chills
  and decay. You gain immunity to cold and necrotic damage.
  Additionally, whenever a creature eats one of the fruits or
  vegetables gathered from your Knowledge of Harvests
  feature, they gain resistance to either cold or necrotic
  damage (your choice) for 1 hour.
  Also, when you use your Guardian of the Fields feature,
  you may summon one additional scarecrow for each
  additional sorcery point you spend, up to a maximum of four
  scarecrows.
  
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  Sorcerous Origin:
  Sorcerous Origin:
  Winterheart
  Winterheart
  The season of winter brings forth a time of cold winds,
  hibernation, and grey skies. Most of the land lies under
  blankets of white snow, and as the days shorten only the
  strongest and fiercest animals and people even dare to thrive
  amidst the cold.
  You are a sorcerer who controls the might of winter, with
  the power of ice and howling winds at your fingertips.
  Perhaps you were born during the harshest winter the land
  had ever seen, or you almost died during a blizzard. Or, you
  may have been almost frozen at some point in your life, your
  powers awakening from the experience. However you came
  to obtain your magical abilities, you are a being of pure
  wintery magic.
  Winterheart Quirks
  Winterheart Quirks
  d6
  d6 Quirk
  Quirk
  1 Your skin is always icy to the touch.
  2 Whenever you breathe, you can always see the air
  escape you as if you are in cold climates.
  3 Your hair and skin are an almost snow-white in color.
  4 There are always small chunks of ice in your hair or on
  your body, regardless of surrounding temperature.
  5 You have very thick, shaggy hair or fur.
  6 When you walk on natural terrain such as grass or
  plants, the ground and plants ice over in your
  footsteps.
  Winterheart Features
  Winterheart Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Freezing Fury, Tundra Survivalist
  6th
  Icy Winds
  14th
  Frozen Mobility
  18th
  Call of the Winter
  Magic of the Winter
  Magic of the Winter
  Your connection to winter gives you the option to learn some
  additional spells that focus on ice and wind. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you gain an additional spell from the list below.
  These spells do not count towards the total number of spells
  you know, and the spells count as a sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  armor of agathys
  3rd
  snilloc's snowball swarm
  5th
  sleet storm
  7th
  ice storm
  9th
  cone of cold
  11th
  investiture of wind
  Freezing Fury
  Freezing Fury
  At 1st level, you know how to tap into the 
  power of cold spells. You learn the ray of frost cantrip.
  Additionally, when you hit a creature with a spell that deals
  cold damage, you can reduce that creature’s speed by 5 feet
  until the end of their next turn. This increases to 10 feet at
  14th level.
  Tundra Survivalist
  Tundra Survivalist
  At 1st level, your familiarity with cold regions and winter have
  made you a hardier individual. You gain proficiency in the
  Survival skill.
  In addition, you are also naturally adapted to cold climates,
  and can move across difficult terrain made of ice or snow
  without expending extra movement.
  Icy Wind
  Icy Wind
  By 6th level, you gain resistance to cold damage.
  In addition, as an action, you can spend 3 sorcery points to
  create a warding wind of snow and ice on yourself that lasts
  until you finish a long rest. The icy wind has hit points equal
  to twice your sorcerer level. Whenever you take damage, the
  icy wind takes the damage instead. If this damage reduces the
  ward to 0 hit points, you take any remaining damage.
  While the icy wind has 0 hit points, it can't absorb damage,
  but its magic remains. On your turn, if you cast a spell that
  deals cold damage or end your turn on ground composed of
  snow or ice, the snow shield regains a number of hit points
  equal to half your sorcerer level.
  Once you create the icy wind, you can't create it again until
  you finish a long rest.
  Frozen Mobility
  Frozen Mobility
  At 14th level, your power over ice can be used to help you
  move about the land and air. As an action, you can summon
  ice to emerge from beneath you, lifting you off the ground and
  into the air. While maintaining concentration, you can use
  this ice to maneuver you through the air as if you had a flying
  speed equal to your movement speed, so long as at least one
  of your feet maintains a connection to the ice. Whenever your
  feet leave the ice, the ice shatters into tiny pieces of ice.
  5
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  Call of the Winter
  Call of the Winter
  By 18th level, your connection to the chills of winter has
  granted you immunity to cold damage, as well as resistance
  to fire damage.
  Additionally, you may create a mighty storm of frost, filled
  with chilling air, dense fog, and flakes of ice. As an action, you
  can spend 5 sorcery points to create a powerful force of
  whirling, cold wind centered in a 20 foot radius centered on
  you, and reaching about 15 feet in height. This storm lasts for
  1 minute, or until you lose concentration. While active, this
  storm has the following effects:
  Howling winds filled with chilling air and ice flakes whirl
  around you. Creatures who are within this area suffer 4d8
  cold damage and 4d8 slashing damage as the cold winds
  and sharp ice flakes batter them. Creatures must also
  make a Strength saving throw against your spell save DC
  or be pushed 20 feet out of the storm.
  Ranged attacks made against you have disadvantage.
  Creatures stuck in the storm move at half their normal
  speed as the chilling air and fog make navigation difficult.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
  Sorcerous Origin:
  Sorcerous Origin:
  Moontouched
  Moontouched
  To many, the moon is an important aspect of both nature and
  culture: it helps keep track of the passage of time, represents
  the feminine side of nature, and effects the tides of the ocean.
  It also is a symbol for the night, and holds strong connections
  to lycanthropy and, as some claim, even lunacy.
  You are a sorcerer who derives their power from the moon
  and its cycles. Perhaps you were born during a full or new
  moon, or even during an eclipse, perhaps even planned by
  your family or village in an attempt to bring forth someone
  who can help against a tide of lycanthropes. Or, you may have
  had an experience under the light of the moon that changed
  your life forever. Whatever the case, you have magical
  abilities drawn from the moon, and are a beacon in the night.
  Moontouched Quirks
  Moontouched Quirks
  d6
  d6 Quirk
  Quirk
  1 You skin, hair, or fur is a pale white color.
  2 Your eyes are larger than normal, and have larger
  cornea to adjust to the night.
  3 You sing, pray, or speak to the moon when it is out.
  4 Downtime at night is best spent running amongst
  other nocturnal creatures.
  5 Owls, wolves, and bats are your favorite animals.
  6 You feel as though waves on lakes and oceans have a
  respect towards you, if that could even be.
  Moontouched Features
  Moontouched Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Nocturnal Creature, Penumbral Silver
  6th
  Lunar Blessings
  14th
  Moonlight Cloak
  18th
  Dread Eclipse
  Magic of the Moon
  Magic of the Moon
  Your connection to the moon and its cycles gives you the
  option to learn some additional spells that focus on sleep,
  tides, beasts, and lunar radiance. When your Spellcasting
  feature lets you learn a sorcerer spell of 1st level or higher,
  you gain an additional spell from the list below. These spells
  do not count towards the total number of spells you know,
  and the spells count as a sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  sleep
  3rd
  moonbeam
  5th
  tidal wave
  7th
  conjure woodland beings
  9th
  dream
  11th
  *sunbeam**
  *The only change from this spell is that the light is
  moonlight instead of sunlight
  Nocturnal Creature
  Nocturnal Creature
  Starting at 1st level, you have darkvision with a range of 120
  feet, and can see through both magical and non-magical
  darkness. You also no longer need to sleep can’t be forced to
  sleep by any means. To gain the benefits of a long rest, you
  can spend all 8 hours doing light activity, such as reading,
  writing, or keeping watch. You also learn the light cantrip.
  Penumbral Silver
  Penumbral Silver
  At 1st level, the power of the moon courses through your
  veins. You are immune to lycanthropy.
  In addition, you can use an action to touch one weapon to
  coat it in a magical, silver coating, making the weapon
  silvered for 1 hour. You can use this feature a number of
  times equal to your Charisma modifier per long rest.
  Lunar Blessings
  Lunar Blessings
  By 6th level, you’ve become attuned to the light of the moon,
  and have learned to strike your enemies with blinding
  moonlight. You gain resistance to radiant damage, and
  whenever you are in dim light or darkness, you can spend 2
  sorcery points as a bonus action to become invisible until you
  take an action or reaction.
  Additionally, you’ve learned to halt the transformation of
  shapechangers and lycanthropes. Whenever a shapechanger
  or lycanthrope within 30 feet of you used their action to
  transform, you can channel rays of moonlight to surround
  them as a reaction, forcing the target to make a Constitution
  saving throw against your spell save DC. On a failure, the
  target is unable to transform and is blinded until the
  beginning of their next turn. On a successful save, the target
  is immune to this ability for 1 hour.
  6
  Sorcerous Origin | Winterheart - Moontouched
  
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  Moonlight Cloak
  Moonlight Cloak
  At 14th level, you can craft a shimmering cloak of moonlight
  around your body. As an action, you can spend 2 sorcery
  points to make your moonlight cloak appear for 1 hour or
  until you are incapacitated. This cloak grants you resistance
  to cold damage, and sheds bright light out to 10 feet from you
  and dim light an additional 10 feet. In addition, whenever a
  creature ends their turn within 10 feet of you, that creature
  must make a Wisdom saving throw against your spell save
  DC. On a failure, the creature is charmed by you until the
  beginning of their next turn. A creature who fails this saving
  throw must make it again should they end their turn within
  10 feet of you, and a creature who succeeds is immune to its
  effects. You can end this effect as a bonus action.
  Dread Eclipse
  Dread Eclipse
  At 18th level, you have become the physical embodiment of
  the moon. By spending 6 sorcery points as an action, you can
  draw the power of the moon to you before channeling it
  towards the sky. The sky becomes dark, as if under the effects
  of a lunar eclipse. Creatures of your choice within a radius of
  60 feet of you gain at temporary hit points equal to your
  sorcerer level, while every other creature within this range
  must make a Wisdom saving throw or take radiant damage
  equal to your sorcerer level and become blinded, taking half
  as much damage and not being blinded on a successful save.
  Once you have used this feature, you cannot do so again until
  you finish a long rest.
  Sorcerous Origin: Wooden
  Sorcerous Origin: Wooden
  Soul
  Soul
  Trees have long been an incredible part of nature; they
  provide oxygen for the air, shelter for creatures, wood for
  tools and weapons, and can grow to mighty heights and
  strength during their life cycles.
                          Your innate magic comes from the element of
                            wood, from the might of ancient trees and
                          forests. Some wielders of this rare magic often
                         trace their lineage back to ancient druid
                    ancestors, whereas others were exposed to some
            magical event within a forest or from a particular tree.
       Or you were blessed by a powerful fey, or born in the
     Feywild itself. Whatever the cause of your magic, your
    command over wood and trees leaves you a formidable
    force, both of nature and magic.
  Wooden Soul Quirks
  Wooden Soul Quirks
  d6
  d6 Quirk
  Quirk
  1 You always seem to have leaves in your hair or
  clothing.
  2 You never say anything unless it is worth taking a very
  long time to say.
  3 You prefer to sleep under a tree than in a bed.
  4 You often prefer to hear or read stories of druids and
  long to speak their language.
  5 You swear you feel the pain of a tree cutting down.
  6 You often smell like pine, cedar, oak, or some other
  type of tree.
  Wooden Soul Features
  Wooden Soul Features
  Sorcerer
  Sorcerer
  Level
  Level
  Feature
  Feature
  1st
  Knowledge of the Copse, Crafts of the
  Weald
  6th
  Strength of the Coppice, Life of the Woods
  14th
  Form of the Timberland
  18th
  Benevolence of the Forest
  Magic of the Trees
  Magic of the Trees
  Your connection to trees and its life cycles gives you the
  option to learn some additional spells that focus on wood,
  groves, and walking amongst the trees. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you gain an additional spell from the list below.
  These spells do not count towards the total number of spells
  you know, and the spells count as a sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  entangle *
  3rd
  barkskin
  5th
  plant growth
  7th
  conjure woodland beings
  9th
  tree stride
  11th
  druid grove
  ( entangle* uses branches and wood instead.)
  7
  Sorcerous Origin | Moontouched - Wooden
  Soul
  
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  Knowledge of the Copse
  Knowledge of the Copse
  At 1st level, your familiarity with forests and woodlands has
  granted you proficiency in the Nature skill. You also can
  speak to trees as if under the effects of the spell speak with
  plants.
  In addition, you learn the druidcraft and shillelagh cantrips,
  which both count as a sorcerer spells for you and do not
  count towards the total number of cantrips you know.
  Crafts of the Weald
  Crafts of the Weald
  At 1st level, you are able to create small objects out of wood
  by growing the wood out of your body. You can use your
  action to create an inanimate object created out of wood in
  your hand or on the ground in an unoccupied space that you
  can see within 10 feet of you. This object can be no larger
  than 3 feet on a side and weigh no more than 20 pounds, and
  its form must be that of a nonmagical object that you have
  seen. The object is visibly magical, with the wood giving the
  appearance of perfect craftsmanship. The object disappears
  after 1 hour, when you use this feature again, or if it takes any
  damage.
  Strength of the Coppice
  Strength of the Coppice
  Starting at 6th level, the strength of trees flows through you.
  As an action, you can spend 3 sorcery points to assume the
  strength of a tree in a 'tree form' as your skin becomes
  covered in thick bark, branches, and leaves. For 1 minute, or
  until you are reduced to 0 hit points. While in this form, you
  gain the following benefits:
  You count as one size larger when determining your
  carrying capacity and the weight you can push, drag, or
  lift.
  You have advantage on checks and saving throws against
  being knocked prone as if rooted into the ground.
  Your AC increases by 2
  Your reach for touch spells increases by 5 feet as your
  arms extend as if like branches. This increases to 10 feet
  at 14th level.
  Movement of the Timberland
  Movement of the Timberland
  By 14th level, you’ve learned to move amongst the trees. Once
  on each of your turns, you can use 10 feet of your movement
  to step magically into one living tree within 5 feet of you and
  emerge from a second living tree within 60 feet of you that
  you can see, appearing in an unoccupied space within 5 feet
  of the second tree. Both trees must be Large or bigger.
  Additionally, you may move up trees and structures made
  of wood as if under the effects of the spider climb spell, and
  you ignore difficult terrain caused by roots, branches, and
  trees.
  Benevolence of the Forest
  Benevolence of the Forest
  At 18th level, you age similarly to a tree. For every 10 years
  that pass, your body ages only 1 year, and your lifespan
  increases by 500-600 years.
  In addition, your body has gained the strength of a mighty
  tree. You have advantage on Strength checks and saving
  throws. Your skin also hardens like bark, and you are always
  considered to be under the effects of the spell barkskin.
  8
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  Additional Player
  Additional Player
  Options: Roll Tables
  Options: Roll Tables
  What are sorcerers without their unique qualities? From how
  the world reacts to them to how they wield their magic,
  sorcerers have rare and incredible features that make them
  who they are. Below are four d6 roll tables that are geared
  more towards the origins presented in this compendium, and
  as such will focus more on aspects related to the seasons,
  nature, etc.
  However they can be used for anyone building a sorcerer,
  particularly if someone has a specific character or backstory
  in mind. Feel free to use any of these roll tables for your
  sorcerer! And DM's, perhaps these tables can help you in
  creating unique NPC's!
  Additional Arcane Origins
  Additional Arcane Origins
  Use this roll table for additional options for how your
  sorcerer discovered or gained their powers. What was the
  source? What does it tie to in the world?
  d6
  d6 Arcane Origin
  Arcane Origin
  1 Your birth occurred during a solstice, an eclipse, or the
  first day of a season.
  2 A supernatural being of the seasons blessed your
  family with a gift. That gift was you.
  3 Your birth was part of a prophecy foretold during a
  culture’s significant holiday.
  4 Your family has a deep connection to a particular
  season or the moon, and as such, you are expected to
  follow in their footsteps.
  5 Raw, untamed powers in nature changed the nature of
  your birth, affecting you forever.
  6 You are from a bloodline filled with druids, or even a
  dryad.
  Additional Reactions
  Additional Reactions
  Use this roll table for additional options on how the world
  and the people in it react to your sorcerer. Are they appalled
  and fearful, or are they in awe and full of praise for you and
  your abilities?
  d6
  d6 Reaction
  Reaction
  1 Your family holds great expectations of you for
  returning the seasons to their glory.
  2 You are seen as a blessing from the gods, sent to help
  people in a time of environmental crisis.
  3 Your powers over the cycles of nature has made
  people wary of what your true intentions are.
  4 Your people fear you, thinking that you will offset the
  natural cycles of nature.
  5 You are seen as the ‘good luck charm’ of your home.
  6 Powerful fey and intelligent beasts watch over your
  progress, whether you are aware of it or not.
  Additional Supernatural Marks
  Additional Supernatural Marks
  Use this roll table for additional options for the unique
  qualities that your sorcerer has that sets them apart from
  other wielders of magic. Is it source of pride and power, or a
  mark of shame that should remain hidden?
  d6
  d6 Supernatual Mark
  Supernatual Mark
  1 You seem to be taller, walk with more ease, or seem
  louder when in the season you correlate to.
  2 Your body always has something adorned upon it that
  relates to a season or the moon.
  3 Your eyes are large and glowing.
  4 Your voice sounds airy when you speak, as if carried by
  a breeze.
  5 Your skin is adorned with tattoo-like markings of
  flowers, suns, leaves, ice crystals, or moons.
  6 Your hair, facial hair, or fur is constantly wild and
  untamed.
  Additional Signs of Sorcery
  Additional Signs of Sorcery
  Use this roll table tof additional options for the effects that
  wielding your magic has on either you or the surrounding
  environment. Is your magic a telltale signal of who you are,
  like a trademark? Or is it something that reveals more about
  who you are and where your magic originates?
  d6
  d6 Sign of Sorcery
  Sign of Sorcery
  1 Whenever you cast a spell, the terrain around you
  changes as if affected by a season, then briefly returns
  to its original state.
  2 When using material components, the components
  become affect by your seasonal alignment: smelling
  fresh and warm for spring, hot to the touch for
  summer, cool and decaying for autumn, cold and
  frosted for winter, and slightly radiating for the moon.
  3 Flowers, heatwaves, autumn leaves, particles of ice, or
  streaks of moonlight twirl around you when you cast a
  spell.
  4 After you cast a spell, the air around you becomes
  crisp and pure, as if cleansed.
  5 Casting spells while in an area affected by your cycle
  alignment causes your spells to appear larger than they
  normally are.
  6 You whisper the verbal components of spells, as if not
  wanting to disturb the nature around you.
  9
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  Additional Spells
  Additional Spells
  Below are a handful of spells that can add some extra flavor
  and power to your sorcerer, or even another class that the
  spell is available to. These spells are presented in
  alphabetical order by name, and will list the class availability
  of the spell underneath the name of the spell itself.
  Feel free to have fun in building your character with these
  new spells!
  Spell List
  Spell List
  1. Decompose
  2. Grasp of Winter
  3. Ravaging Rain
  4. Scythe of Moonlight
  5. Shape Wood
  6. Solar Flare
  7. Winter Shards
  Decompose
  Decompose
  (Available for cleric, druid, sorcerer, and wizard)
  Necromancy cantrip(ritual)
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a corpse that has died within the
  last day, the stalk from a mushroom, and a worm)
  Duration: 5 days
  -
  You touch a fresh corpse, placing both the mushroom stalk
  and worm in its mouth. For the duration, the target decays at
  double the normal rate, though it is not considered undead.
  Within 1 day, mundane mushrooms can be harvested from
  the corpse, the amount of which are 1d8 per size category,
  starting at Tiny. These mushrooms are edible so long as the
  corpse from which they are made did not contain poison or
  venom within it. Mushrooms harvested from a corpse that
  contained poison or venom within it are considered
  poisonous and inedible, though they do not take on the
  properties of the creature's poison or venom.
  Grasp of Winter
  Grasp of Winter
  (Available for cleric, druid, sorcerer, warlock, and wizard)
  2nd-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (several drops of water)
  Duration:
  -
  You channel the chilling winds of winter into drops of
  water before hurling a blast of ice at a creature within range,
  making a ranged spell attack. On a hit, icy winds erupt
  around the creature in a white flash, causing them to become
  trapped in a layer of ice and snow. The creature takes 3d6
  cold damage, and the creature's speed is reduced by half for 1
  minute. The creature can then make a Constitution saving
  throw at the end of each of its turns, negating the halved
  speed on a success.
  At Higher Levels: When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d6 for
  every slot level above 3rd.
  Reflavoring Spells
  Reflavoring Spells
  Players, should you decide to create a sorcerer
  using any of the options presented here,
  particularly with spells, feel free to talk to your DM
  about reflavoring any of these spells or existing
  spells to give them a more crystal, desert, earthen,
  metal, or volcanic feel to them. Your DM and you
  can work out the appearance, flavor, and
  mechanics of such a change should this be an
  option you proceed with.
  Ravaging Rain
  Ravaging Rain
  (avaiable for druid and sorcerer)
  3rd-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a few drops of water)
  Duration: Concentration, up to 1 minute
  -
  A torrent of heavy sheets of rain hails from the sky d in a
  20-foot-radius, 40-foot-high cylinder centered on a point
  within range. The area is considered heavily obscured. Each
  creature in the cylinder must make a Dexterity saving throw.
  A creature takes 4d8 bludgeoning damage on a failed save, or
  half as much damage on a successful one. Creatures who
  enter this rain or begun their turn within it have their speed
  reduced by 10 feet.
  At Higher Levels: When you cast this spell using a spell slot
  of 4th level or higher, the bludgeoning damage increases by
  1d8 for each slot level above 3rd.
  Scythe of Moonlight
  Scythe of Moonlight
  (Available for druid, sorcerer, and warlock)
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  -
  You whisper chants of the night to form a scythe made of
  radiant moonlight in your hand. This magic scythe lasts until
  the spell ends. It counts as a simple melee weapon with
  which you are proficient. It deals 2d6 radiant damage plus
  your Spellcasting modifier on a hit and has the two handed
  and reach properties. In addition, when you use the scythe to
  attack a target that is in dim light, or you and the target are
  both out in the open at night, you make the attack roll with
  advantage. If you drop the weapon or throw it, it dissipates at
  the end of the turn. Thereafter, while the spell persists, you
  can use a bonus action to cause the scythe to reappear in
  your hand. At Higher Levels: When you cast this spell using
  a 3rd- or 4th-level spell slot, the damage increases to 3d6.
  When you cast it using a 5th- or 6th-level spell slot, the
  damage increases to 4d6. When you cast it using a spell slot
  of 7th level or higher, the damage increases to 5d6.
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  Shape Wood
  Shape Wood
  (Available for druid, cleric, and wizard)
  Transmutation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Instantaneous or 1 hour (see below)
  -
  You choose a section of wood that you can see within range
  and that fits within a 5-foot cube. You manipulate it in one of
  the following ways.
  • If you target a tree, whether rooted or fallen, you can
  reshape it to form a new shape that benefit you, such as a
  place to sit, steps for a makeshift ladder, or form a large open
  container. The wood you shape cannot be removed from its
  source of origin, however, nor can it be shaped to form
  something harmful, such as spears or spikes.
  • You cause shapes, colors, or both to appear on the wood
  or bark, spelling out words, creating images, or shaping
  patterns. The changes last for 1 hour.
  • If the wood you target is on a tree, whether rooted or
  fallen, you cause it to become difficult terrain as you reshape
  the bark and branches to twist in various ways. Alternatively,
  you can cause a fallen tree or a tangled cluster of trees and
  branches to become normal terrain if it is already difficult
  terrain. This change lasts for 1 hour.
  If you cast this spell multiple times, you can have no more
  than two of its non-instantaneous effects active at a time, and
  you can dismiss such an effect as an action.
  Solar Flare
  Solar Flare
  (Available for cleric, druid, and sorcerer)
  3rd-level Evocation
  Casting Time: 1 action
  Range: Self (20 foot cube)
  Components: V, S
  Duration: Instantaneous
  -
  Channeling the power of the sun, you unleash a blinding
  blast of solar energy. Each creature within a 15-foot radius
  sphere centererd on you must make a Constitution saving
  throw. A creature takes 2d8 fire damage and 2d8 radiant on a
  failed save, or half as much damage on a successful one. A
  creature who fails their saving throw becomes blinded until
  the beginning of their next turn. Creature who cannot be
  blinded are immune to this effect, and creatures who with
  sun sensitivity make the saving throw at disadvantage.
  This spell ignites any flammable object within the spell’s
  range.
  At Higher Levels: When you cast this spell using a spell slot
  of 4th level or higher, the damage increases by 1d8 fire and
  1d8 radiant damage for each slot level above 4th.
  Winter Shards
  Winter Shards
  (Available for druid, sorcerer, warlock, and wizard)
  1st-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (six drops of water, a pinch of salt)
  Duration: Instantaneous
  -
  You transform six drops of water into 2 foot long piercing
  shards of ice that float in the air before you for the spell's
  duration. When you cast the spell, and as a bonus action on
  each of your turns thereafter, you can expend any number of
  the shards of ice, sending them piercing towards a point or
  points you choose within range. Each shard deals 1d4 cold
  damage, and you can direct each shard to pierce one creature
  or several (maximum of six), though you must make a ranged
  spell attack for each creature you select.
  At Higher Levels: When you cast this spell using a spell
  slot of 2nd level or higher, the spell creates one more shard
  for each slot above 1st.
  -
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  Conclusion
  Conclusion
  Art Credits
  Art Credits
  Fantasy Island by peterconcept:
  https://www.deviantart.com/peterconcept/art/Fantasy-
  Island-73647548
  Wooden Shoe Tulips by porbital:
  https://www.deviantart.com/porbital/art/Wooden-Shoe-
  Tulips-454623330
  Dawn by akenator:
  https://www.deviantart.com/akenator/art/Dawn-
  277390774
  Autumn by fxEvo:
  https://www.deviantart.com/fxevo/art/Autumn-97893307
  winter forest by balazska:
  https://www.deviantart.com/balazska/art/winter-forest-
  69960026
  moon by nyktalgia:
  https://www.deviantart.com/nyktalgia/art/moon-34321798
  A Forest by JJcanvas:
  https://www.deviantart.com/jjcanvas/art/A-Forest-
  299658127
  Changelog (V 1.0 to V 1.1)
  Changelog (V 1.0 to V 1.1)
  Changed Flower Child’s Rejuvenating Bloom to increase
  to 30 feet from 20 feet, and increase to 60 feet at 14th
  level.
  Changed Flower Child’s Floral Mastery feature to have
  the pollen make allies regain hit points instead of gaining
  temporary hit points, and reduced the number of hit
  points reduced.
  Changed Sunblessed’s Heart of the Sunflare feature to
  grant immunity to the blinded condition overall, as
  opposed to only from fire and bright light.
  Changed Autumnal Spirit’s Knowledge of Harvests to be
  more clear and not mention the spell goodberry
  Changed Autumnal Spirit’s Guardian of the Fields feature
  to summon only one scarecrow, and not multiple.
  Changed Autumnal Spirit’s Wrathful Storm of Autumn
  feature to Master of Autumn
  Changed Autumnal Spirit’s Master of Autumn feature to
  allow you to have a creature gain resistance to cold or
  necrotic damage when using your Knowledge of Harvests
  feature, and for you to summon up to four scarecrows
  with the Guardians of the Fields feature.
  Changed Winterheart’s Call of the Winter feature to be
  what Autumnal Spirit’s capstone used to be, but removed
  references to fallen leaves.
  Changed Wooden Soul’s Benevolence of the Forest
  feature to increase your lifespan from 300-400 years to
  500-600 years.
  Changed Wooden Soul’s Benevolence of the Forest
  feature to have advantage on Strength checks and saving
  throws, and to always be under the effects of the spell
  barkskin.
  Increased the spell ravaging rain’s damage die by 1d8.
  Changed the spell scythe of moonlight to deal damage
  based on your spellcasting modifier.
  Changed the spell solar flare’s range from a 20-foot cube
  centered on you to a 15 foot radius sphere centered on
  you.
  Reduced the spell winter shards’ damage die from 1d6 to
  1d4.
  A few spelling errors here and there.
  Legal Information
  Legal Information
  This Homebrew material is to supplement Dungeons and
  Dragons 5th Edition.
  Sorcerer as a class was created by Wizards of the Coast
  The Homebrewery is licensed using the MIT License.
  Special Thanks
  Special Thanks
  Special thanks to Homebrewery for this wonderful program
  to create quality homebrew content!
  Another special thanks to u/Chris_Chroma for
  grammatical and formatting assistance
  A final special shoutout to Chris, Dan, Korrigan, Tate,
  Kevin, and Brandy, for playtesting this material and for being
  an awesome party for D&D!
  Created by u/Yorviing
  12
  Conclusion| Legal Information and Special
  Thanks
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Children of the Cycles.pdf