Sorcerer
Base Class: Sorcerer

Your innate magic comes from the power of nature itself. Whether it be from an unusual circumstance during your birth regarding nature or wildlife, or one of your ancestors was a powerful druid. Regardless, your connection with nature rivals that of druids and rangers, and is perhaps even stronger. 

Bonus Proficiencies

You gain proficiency in the Nature and Survival skills. You also gain proficiency with longbows and scimitars.

Natural Spells

Starting at 1st level,  you learn the Thorn Whip cantrip and one of the following cantrips; Mold Earth, Poison Spray, Shillelagh or Primal Savagery. These count as Sorcerer cantrips for you. 

Additionally, you learn additional spells when you reach certain levels in this class, as shown on the Natural Spells "table". The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

 Sorcerer Level 1: Hail of Thorns, Ensnaring Strike

Sorcerer Level 3: Hold Person, Spike Growth

Sorcerer Level 5: Plant Growth, Speak with Plants

Sorcerer Level 7: Grasping Vine, Guardian of Nature

Sorcerer Level 9: Tree Stride, Wrath of Nature

Rose's Thorns

Your innate ties to nature allows it to give you protection that others cannot receive. When you aren’t wearing armor, your can cause thorny vines with roses to cover your body, making your AC equal 13 + your Constitution modifier.

Additionally, when you grapple a creature or you are grappled, the opposing creature takes 1d4 + your Constitution modifier piercing damage while this feature is active. 

Nature's Fury

Starting at 6th level, as an action, you can spend 3 sorcery points to invoke the fury of nature. While doing so, for 1 minute or until you lose your concentration (as if you were casting a concentration spell), you gain the following benefits:

You may you can attack twice, instead of once, whenever you take the Attack action on your turn.

The range on your Thorn Whip cantrip is doubled, and you may create two vine-like whips while casting it, but it must target two different creatures, and the second one must be within 60 feet of the first target (either before or after you pull the creature) instead of its usual range.

You add your Charisma modifier to the damage you deal with any sorcerer cantrip.

Flower's Rejuvenation

At 14th level, while your Rose's Thorns are active, whenever you are healed by a spell or ability that requires a dice roll, you may regain expended sorcery points equal to half the amount of dice rolled (rounded down, minimum of 1). You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Nature Mastery

Beginning at 18th level, your control over nature reaches near perfection. You gain the following benefits:

While your Rose's Thorns are active, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

When you cast a spell from the Natural Spells table, you may cast another spell from the table as a bonus action, except you must cast it by spending a number of sorcery points equal to the spell’s level. Normal rules for concentration still apply. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

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