Base Class: Sorcerer
Your magic is influenced by your family's history and its ties to the druidic gods or a powerfull archdruid in one way or another.
Natural Magic
Your link with nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your druidic power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Good Cure wounds
Evil Ice knife
Law Absorb elements
Chaos Earth tremor
Neutrality Protection from good and evil
Nature's Boon
Starting at 1st level, nature's power aids you. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Nature's respite
Starting at 6th level, the druidic gift you posses can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
Fae Form
Starting at 14th level, you can use a bonus action to take on a fae like appearance and manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good, butterfly wings for law, bat wings for evil, pixie wings for chaos, and dragonfly wings for neutrality.
Nature's Wrath
At 18th level, you gain the ability to channel the power of the old gods. As a bonus action when you have fewer than half your spell slots remaining, you can regain a number of hit points equal to half your maximum combined spell slots chosing which slots to restore this way (for example restoring 20 total slots could grant 20 1st level slots, 4 5th level, or 1 2nd level and 2 9th level slots). Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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