Base Class: Sorcerer
You posses a connection to every living being and through this connection you can reshape the world.
Natural Magic
Your link to the divine allows you to learn spells normally associated with the druid class. 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
One with life
You are considered to be constantly under the effect of the Speak with Animals spell. At 5th you develop the ability to communicate with any being and are considered to be constantly under the effect of the Tongues spell. At 9th level you can now commune with near by plants and are considered to be constantly under the effect of the Speak with Plants spell.
Primal Empowerment
Starting at 6th level, you can harness the your powers to take on prima; traits. Whenever you cast a spell or as a bonus action you can spend 2 sorcery point to gain one of following traits:
Owl's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet for the next hour.
Earthen Skin. Your AC increases by 2 for the next minute
Flaming Spirit. When you roll damage for a spell you cast, you can reroll any 1 on a damage die for the next minute.
Aquatic Finesse. You gain the ability to breath water and a swim speed of 60ft for the next day.
Tempest's Guidance. You gain a fly speed of 40ft and are constantly under the effects of slow fall. When this effect runs out you will still slow fall until you hut the ground for the next hour.
Predator. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. You treat these weapons as spell attacks for the next hour.
Roots. Whenever a small or larger creature dies within 30ft you can restore health equal to your charisma modifier (minimum of 1) for the next minute
Greenery. You can now grow small plants or fungi from your body. You can as an action remove as many of these plants as you want as long as you are above half health, you choose how much damage this deals you and you can apply these herbs in the same round to restore an amount of health equal to the damage you took for the next hour.
Cheetah's Stride. Your land speed is doubled for the next hour.
Adaptive Exchange. After you take one of the following damage types you gain resistance to that damage type and advantage in saves to avoid or reduce that damage but you gain vulnerability and disadvantage on saves to avoid or reduce that damage to the other its counterpart for the next minute.
Pairs |
Fire | Cold |
Radiant | Necrotic |
Force | Psychic |
Lightning and Thunder | Poison and Acid |
Touch of the Fae. When you attack with that weapon, you can use your Charisma, Wisdom or Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls for the next minute.
You can only have one of these effects active at a time, if you gain a new one the old effect immediately ends. You may speak to your DM to discuss additional features.
World Soul
When you reach 14th level, you can't be magically charmed or frightened, and you are immune to disease.
Primal Overload
At 18th level whenever you use primal empowerment you may now select 2 abilities to have active at once and they will always last at least 1 hour.
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