Base Class: Sorcerer
Whilst druids forge a path to master the primordial powers of the earth and its elements, some are born with unique connections to these forces. Generally, these young sorcerers are born with faunal or floral attributes like a halo of thorns or cat-like eyes. This leads to many to assume that these children are cursed and leave them to fend for their own or in the case of the Fey-Realm, they are worshipped.
Nature Spells
You learn additional spells when you reach certain levels in this class, as shown on the Nature Spells table. 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 spell from the druid spell list.
When you reach a Sorcerer level specified in the Nature Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | entangle, animal friendship, druidcraft, spike growth, summon beast |
| 5 | conjure animals, plant growth |
| 7 | guardian of nature, polymorph |
| 9 | tree stride, wrath of nature |
Leaf Whisperer
Your connection to nature comes in the form of knowledge and ability to avoid difficult terrain. You speak Sylvan. You also gain proficiency in use of the Herbalism Kit and Nature checks. You are not slowed by plant-related (magical or not) difficult terrain. Finally, you can use the Herbalism Kit components as a spellcasting focus.
Natural Sorcery
When you cast any spell of 1st level or higher from your Nature Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it gains the effects of careful spell metamagic for no additional cost.
Grass is Greener
Whilst sleeping, your companions have your protective influence roll over them. Upon completing a short or long rest, you can choose a number of creatures (including yourself) equal to your Charisma Modifier. These creatures can use their reaction to be resistant to damage once before their next short or long rest.
Font of Nature
Your nature-borne powers envelop you in life and in death.You no longer age. Furthermore, if a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Animate Trees
Your power flows out of you back into nature itself. As an action, you can convert two trees within 60' of you. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of you. The tree remains animate for 1 day or until it dies; until you are incapacitated or are more than 120 feet from the tree; or until you takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. This can be done once per long rest. Additional Treants can be summoned for 7 Sorcery Points. You can only have a max of two Treants under your command at any time, trying to summon an additional will cause you to unsummon another.
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