Sorcerer
Base Class: Sorcerer

You are naturally able to channel and control the magic associated with all living things. You gain inherent understanding of the cycle of life, the balance of the four elements and the great power of nature. You feel totally at home when surrounded by nature, exposed to the elements and beneath the open sky.

Your sorecery points manifest as small chutes or flowers which grow all over your body. When you exend a sorcery point, these small plants bloom, change colour, or react in some way as the magic of nature coarses through them.

Natural Magic

Your link with nature 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 spell for you.

In addition, you gain proficiency in nature checks, if you are not already proficient in this skill.

Armor of the Elements

Your body is imbued with the fortitude of earth and the lightness of air. When you aren't wearing armor or wearing a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Elemental Prowess

Starting at 6th level, when you make a spell attack which deals fire, cold, thunder, or lightning damage, you can add your Charisma modifier to that damage.

Storm Sorcery

At 14th level, you gain the ability to subtly control the weather around you.

By expending one sorcery point you can take control of the weather within 100 feet of you for up to one hour. You must be outdoors to use this feature.

When you use this feature, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. After one hour, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation:
Stage 1 - Clear
Stage 2 - Light clouds
Stage 3 - Overcast or ground fog
Stage 4 - Rain, hail or snow
Stage 5 - Torrential rain, driving hail or blizzard

Temperature:
Stage 1 - Unbearable heat
Stage 2 - Hot
Stage 3 - Warm
Stage 4 - Cool
Stage 5 - Cold
Stage 6 - Arctic cold

Wind:
Stage 1 - Calm
Stage 2 - Moderate wind
Stage 3 - Strong wind
Stage 4 - Gale
Stage 5 - Storm

Circle of Life

At 18th level, you are infused with the magic governing life.

If you die, but your body remains intact and is beneath the earth, you wake up in 1d4 days with one hit point.

Previous Versions

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