Base Class: Sorcerer
The elements of nature have shaped you into what you are, allowing you to tap into magics of the natural world around you. You have a relationship with the environment giving you a greater sense of life. Will this make you a guardian of the forest? A watcher of the tundra? A defender of the sea? Or a protector of the desert?
Natural Vitality
As a Natural Vitality sorcerer, you decide what form of nature you protect and fuels your powers. Were you chosen at birth to be this? Was it an event whilst traversing the forest in later life? Consult the Natural Origins table for a possible terrain which you protect and is where the origin of your power springs from.
Natural Origins Table
D6
- You are a guardian of the life of the forest and work to preserve its nature. You can speak to plants and have then understand the meanings of your words. Swamps and vine areas do not count at rough terrain.
- You are a defender of the open sea and feel at home within the waves. You can naturally breathe underwater and sea life can understand you as they know you as one of their own, your swim speed is also your base walking speed.
- You are the watcher of the tundra and the mountains of this world. You suffer no disbenefits to high altitudes or shallow air and darkness is no stranger, you have Darkvision of 30 ft. If you already have Darkvision this is added to your current total.
- The world of ice and snow is yours to shield by outside influence. You have a natural resistance to cold and snow does not count as rough terrain.
- The burning of the desert is rich in history and is essential to feeding the forests. You are the protector of the desert. You have natural fire resistance and always know which way is north.
- The grasslands and plains aid the life of many creatures and must be safeguarded. As one who understand their surroundings you gain a natural 10 ft blindsight and always know which way is south.
Natural Spells
You learn additional spells when you reach certain levels in this class, as shown on the Natural 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a conjuration spell from the sorcerer, warlock, or wizard spell list.
Sorcerer Level Spells:
- 1st Beast Bond, Healing Word
- 3rd Pass Without a Trace, Lesser Restoration
- 5th Call Lightning, Meld into Stone
- 7th Control Water, Stone Shape
- 9th Commune with Nature, Wrath of Nature
Natures Ire
Your reflexes towards those that would disrupt the natural order allows you act against those that would harm you or your allies. When a creature within 30 feet of you targets you or an ally with a melee, ranged or spell attack, you can use your reaction to distort their senses posing disadvantage on their attack. If the creature already has advantage, it cancels the advantage to turn it into a straight roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Call of the Natural World
Beginning at 6 level, your connection to your natural origins allows you to combine your spirit to the world.
- You can speak to animals at will, they understand you and can speak with you in a way you interoperate as common.
- Also, your attachment to your origins grants you keen insight. While in your natural terrain, you have advantage on Investigation, perception, stealth and survival
Avatar of Nature
At 14 level, you can adjust your senses to greater understand and become one with the environment around you. Spending 3 sorcery point as a bonus action you can magically transform yourself into an avatar of nature for 1 minutes. Whilst in your avatar form, you gain the following benefits.
- You can sense all living creatures within 120 feet of you that are not successfully hidden from you.
- You gain 60 ft Truesight and can choose to see into the ethereal plane.
- On consecutive turns, as a bonus you can spend a sorcery point to teleport up to 30 feet to an unoccupied a space you can see within range.
- You advantage of saving throws from spells and magical effects.
Once this feature has been used, it cannot be used again until you finish a long rest or you spend 6 sorcery points to regain it.
Natures Giving
At 18 level you can select 4 spells of 6, 7 8 or 9 level from the Cleric or Druid spell list. You can add these to your list of known spells and count as sorcerer spells.
Previous Versions
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