Sorcerer
Base Class: Sorcerer

A First World Sorcerer draws strength from nature, and its connection to the First world.  Having such a connection is a sign that your innate magic might come from the Faerie courts, or you may have a Fey ancestor.

Primal Magic

Your link to the First World allows you to learn spells normally associated with the druid class. You begin with the knowledge of one additional cantrip from the Druid list, and one additional 1st level spell from the Druid list.  You can add an additional Druid spell at levels 4, 8 and 12.  If you later replace these spells, you may replace them with a spell from the druid spell list.  When your Spellcasting feature lets you learn 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.

In addition, you learn sylvan and gain proficiency in one weapon.

Tap the First World

Starting at 2nd level, you tap the First World to power your sorcery.  You regain expended sorcery points equal to your charisma modifier after a short rest. This ability stacks with Sorcerous Restoration.

Primal Regrowth

Starting at 6th level, the primal energy coursing through you can augment a creature's natural healing ability. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point after the dice are rolled and sacrifice any number of those dice to increase the target's Hit Dice, provided you aren't incapacitated. You can use this feature only once per turn.  These bonus Hit Dice can be used as normal to augment healing after a Short Rest.  Any bonus Hit Dice granted from this ability are automatically spent to recover hit points after a Long Rest

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to disease and to being poisoned.

Unbreakable Majesty

At 18th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

As a bonus action, you can spend 5 sorcery points to assume a magically majestic presence for 1 minute or until you are incapacitated.  For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.  You have Advantage on Charisma ability checks.

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3/8/2020 4:19:31 AM
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