Sorcerer
Base Class: Sorcerer

Your inate magic comes from fey magic that was mingled with your blood or that of your ancestors. 

Wild Knowledge

Starting at level 1, you can speak, understand, and write Sylvan. Additionally, whenever you make a Charisma check when interacting with Fey, your proficiency bonus is doubled if it applies to the check.

Fey Magic

Your link to nature 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.

In addition, you learn 1 Druid cantrip and it does not count against your cantrips known. 

Nature's Armor

Starting at 6th level, you know the spell Barkskin if it not already on your spell list and you always have it prepared. Additionally, you can spend 2 sorcery points to cast it instead of using a spell slot. When cast this way, creatures that hit you within melee range takes piercing damage equal to half your sorcerer level(minimum of 1). This damage counts as magical for the purpose of resistance and immunity to non-magical damage. 

Sylvan Embrace

When you reach level 14, you are immune to being charmed or frightened and you cannot be magically put to sleep.

Additionally, when you cast a sorcerer spell of first level or higher, you can spend 1 sorcerer point to become invisible. Objecs being worn or carried also become invisible. This lasts until the end of your next turn. This invisibility end when you attack or cast a spell. 

Elder Form

Starting at level 18, you can spend 6 sorcery points as a bonus action to assume the form of an ancient force of nature. Your skin takes on a bark-like texture, your hair becomes leafy or moss-like, and you sprout antlers or a lion-like mane.

For 1 minute, you gain the following benefits:

You then gain the effects of Nature's Armor. For the duration of this ability, you do not have to maintain concentration on it as if you cast the spell. The AC granted is increased to 19, and the damage it deals is now equal to your sorcerer level. If you have other ways of calculating AC, you may use them instead and still be able to deal damage when attacked in melee. 

You also gain 20 temporary hit points at the start of each of your turn. Temporary HP gained this way do not stack. 

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

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