Sorcerer
Base Class: Sorcerer

The power of nature sometimes suffuses those born in the jungles of southern Faunia. Some attribute this to the Jungle Spirit, a rumored great dryad that lives deep in the wilderness of Monkeygascar. Others attribute it to the leylines that run through Faunia and through these places of nature. The unsure origin of these sorcerers leads to varying attitudes, from people seeing them as demigods to people seeing them as cursed witches. However they come about, these sorcerers are intrinsically tied to nature and it shows in their magic.

Jungle Spells

At first level when you take this subclass, you learn additional spells when you reach certain levels in this class, as shown on the Jungle Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level                                        Spells

1st                                                            Animal Friendship, Entangle

3rd                                                            Healing Spirit, Spike Growth

5th                                                            Plant Growth, Speak With Plants

7th                                                            Grasping Vine, Guardian of Nature

9th                                                            Tree Stride, Wrath of Nature

Essence of the Bark

At 1st level, nature surrounds and protects you. You grow an outer layer of bark that causes your AC to be 10+ your dexterity modifier + your charisma modifier while not wearing armor.

One with the Wild

At 6th level, you tap into your relationship with nature. While not in an urban or town environment, you have advantage on perception and investigation checks, as well as initiative checks.

Traits of Beasts

Starting at 14th level, you gain a new way to spend your sorcery points. You can expend two sorcery points as an action to gain one trait, burrowing speed, or swimming speed of any beast you have seen. You can spend 3 to gain a flying speed or sense such as blindsight or tremorsense. You retain whatever you gain with this trait for an hour.

Evergreen

Starting at 18th level, your connection to nature makes you incredibly hard to kill. Whenever you start a turn without all of your hit points, you heal an amount of HP equal to your charisma modifier. Additionally, when you are reduced to 0 hit points, you can expend 3 sorcery points as a reaction to drop to one instead.

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