Base Class: Sorcerer
A sorcerer of this origin represents a deep and almost symbiotic connection with nature. Your powers could perhaps be traced to birth on a solstice, ancient fey heritage, or maybe the forces that control the land, sea, and sky have chosen you specifically for an as yet unknown reason.
While a harmonious, communal existence is a hallmark of the Ellume Conclave, the depth of your abilities go beyond a peaceful life with your surroundings. You are a fount of the energies of the earth, and a focus for its potency to pour out. Onlookers may deem these ruptures of power dangerous and calamitous, but you are simply the spark of life left undimmed; encouraged to grow and spread, and at one with everything around it.
One With Nature
1st-level Nature's Order feature feature
The protection of nature seeps into your very fiber. You are always considered to be under the effects of the barkskin spell.
Nature's Boon
1st-level Nature's Order feature
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 sorcerer spell of 1st level or higher, you can choose the new spell from the druid list or the sorcerer list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Elemental Equilibrium
6th-level Nature's Order feature
You have learnt to push and pull the elements that exist around you to bolster spells against enemies while insulating your allies from the brunt of your force. When you cast a spell that deals fire, cold, or lightning damage, you may spend 1 sorcery point to give a number of targets equal to your Charisma modifier advantage on the save. If you spent a sorcery point in this way, you may also reroll a number of dice equal to your Charisma modifier.
Green Thumb
6th-level Nature's Order feature
You have gained the ability to commune with flora. You add your proficiency bonus to any ability check to talk to, reason with, or understand plants and plant life. If you would already add your proficiency to a certain skill in such a scenario, double it instead.
Rooted
14th-level Nature's Order feature
The effect that nature has on you start to branch out to the world around you. The area within 10 feet of you is considered difficult terrain for hostile targets. Allies within 10 feet of you add your Charisma modifier to any healing they receive from spells.
Spell Symbiosis
18th-level Nature's Order feature
You have learnt to intertwine your magic with that of an ally. As a reaction to an ally you can see and hear casting a spell, you may augment that spell with a use of your metamagic. You must complete a long rest before using this feature again.
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