Base Class: Sorcerer
Your blood rages with both arcane magic and nature magic. You can cast druid spells and gain the ability to wild shape.
Fey's blessing
At 1st level, you become imbued with the blessings of the Fey. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level. As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. If you choose an undead, you instead deal radiant damage, and the undead's hit point maximum is reduced by 1 for each die spent until it finishes a long rest.You regain all expended dice when you finish a long rest.
Wild Shape
Starting at 6th level, you can use your action to magically assume the shape of a beast that you have seen before, You can use this feature twice. You regain expended uses when you finish a short or long rest. You can turn into a beast with a challenge rating equal to 1/3 you druid level. You can stay in a beast shape for a number of hours equal to half your sorcerer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn, You automatically revert if you fall unconscious, drop to O hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. lf the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to O hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to O hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Protection from Nature
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your scorcerrer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
Nature's Champion
At 18th level, nature roars so strongly in your blood that it gives you 3 abilities
-You gain resistance to one damage type. The damage type can be: Acid, cold, fire, lightning, or thunder.
-Beginning at 18th level, you can cast many of your sorcerer spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
-You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: At the start of each of your turns, you regain 10 hit points. Whenever you cast a sorcerer spell that has a casting time of 1 action, you can cast it using a bonus action instead. Enemy creatures within 10 feet of you have disadvantage on saving throws against your sorcerer spells. Once you use this part of the feature, you can't use it again until you finish a long rest.
Nature Attunement
Your link to the divine allows you to learn spells from the druid 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 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.
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