>Night Blossom
comes as a bit wierd and almost pointless. Can't imagine the reason why this is a thing
>Casting
Remove the Summon Natures's Ally bits, and maybe replace with a better plant alternative
>Bloom
Kinda neat ability, and a good alternative to LoH.
>Petal Slide
Seems a tad powerful to me, but I may be wrong
>Abjure Protection
A bit wierd, though I guess it works for a class to defend itself when in the from line healing.
>Ambrosia
Reskined Mercy. Nothing to say here.
>Scent of Love and Hate
No idea what "Number of Mutations" means. Your wording is unclearn and all over the place, especially this sentance
>Enemies who are Ensnared get a -2 on this save. On failure, the subject gains the following conditions for 2d4 rounds. If it is not resisted, the effects last for 2d4 minutes.
>Cleanse
Would work better if instead of a number of times per day it instead used 2-3 uses of Bloom.
>Petal Warp
I fail to see how the fluff actually works and connects with ability.
>Fey Manifestation
Not sur hwo this works. Do you get all the abilities? At once or seperate? Or do you pick one to gain? Needs more clarification.
>Fecundity
Please choose a different name, and reduce the range
>Guardian Link
Honestly, this is pretty OP. Please consider only allowing one of those bonuses to them at a time.
>Fey Transformation
Again, what the fuck are mutations and what abilities grant them?
Overall, the execution is pretty sloppy and all over the place. The abilities and fluff don't play well together at all, and the wording is very vague and poorly constuction. While most of the abilities themselves aren't too bad, its still a chore to read through them and interpret what the bloody hell you just wrote.
Really, this class needs a hard take back to the drawing board and given a heavy face-lift. Further the feel of the abilities also seems to heavily coincide with the with the Witch in flavor as well.