Sorcerer
Base Class: Sorcerer

Become a storm of vengeance or nature's ally.

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric 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 divine 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 cleric spell list.

Affinity Spell
Good cure wounds
Evil inflict wounds
Law bless
Chaos bane
Neutrality protection from evil and good
Chaos

You learn the Thunderwave spell, 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.

Evil

You learn the Ice Knife spell, 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

You learn the cure wounds spell, 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.

Law

You learn the Entangle spell, 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.

Neutrality

You learn the Absorb Elements spell, 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.

Primal Favor

Starting at 3rd level, the primal forces of nature guard your destiny. 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.

Primal Ward

Starting at 6th level, you can channel primal magic to shield creatures from the forces of nature. When you or an ally within 10 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction and spend 1 Sorcery Point to grant that creature resistance to the triggering damage type, including against the triggering damage. The resistance lasts until the start of that creature's next turn.

Aspect of the Wild

Starting at 14th level, you can use a bonus action to channel a primal adaptation, choosing one of the following aspects. The chosen aspect lasts until you choose another aspect as a bonus action, dismiss it, become incapacitated, or die.

Aspect of the Sky. You manifest wings, currents of wind, spectral feathers, elemental energy, or another natural adaptation. You gain a flying speed of 30 feet.

Aspect of the Sea. You develop gills, webbing, fins, or another aquatic adaptation. You can breathe underwater and gain a swimming speed of 40 feet.

Aspect of the Wilds. Your body adapts for rapid movement through difficult terrain. You gain a climbing speed of 40 feet, and nonmagical difficult terrain doesn't cost you extra movement.

Primal Restoration

Starting at 18th level, the primal magic within you can rapidly restore your body. As a bonus action when you have fewer than half your hit points remaining, you regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

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