Sorcerer
Base Class: Sorcerer

The power of nature comes in many forms, and those whose souls were infused with it can become emissaries of the wild. Sorcerers of the wild may have gained their power from a powerful druid, a nature spirit, or a deity of nature, whether that be through blood relation, a boon, or a curse or rebirth. Many Wild Born sorcerers are beings resurrected or chosen by a higher power to try to correct a coming calamity or danger to nature, such as the pollution and corruption of nature. However and for whatever they came to be how they are, they wield the power of the wilderness to support their allies and best their foes.

Primal Origins
D6 ORIGIN
1 You perished sometime in the past, but you were reborn by the will of the nature around your corpse. Your hair is made of vines or grass.
2 You received a boon from a powerful druid. When you walk past plants, they become more vibrant and bloom.
3 You were cursed and put into a body of straw by a nature spirit you angered.
4 Your eyes glow with a slight emerald green shine.
5 You no longer have blood, but instead bleed sap or nectar.
6 You signed a deal with a fey creature but were tricked, and now you are bound to them through nature.

Verdant Spellcasting

1st-level Primal Born features

Your link to the wilds 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.

You learn additional spells when you reach certain levels in this class, as shown on the Verdant Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. It must be from the sorcerer or druid spell list.

Verdant Spells
Sorcerer Level Spells
1st goodberry, faerie fire, druidcraft
3rd lesser restoration, moonbeam
5th plant growth, protection from energy
7th blight, polymorph
9th commune with nature, greater restoration

Product of the Wilderness

1st-level Primal Born feature

You gain resistance to poison damage, and you gain proficiency with Herbalism Kits. Additionally, you can add a bonus to any Nature or Survival checks you make equal to your Charisma modifier (minimum 1).

Nature's Tongue

6th-level Primal Born feature

You can cast the speak with plants and speak with animals spells at will using an action without spending material components. These spells count as sorcerer spells for you, but do not count towards your maximum sorcerer spells known.

Wild Flux

6th-level Primal Born feature

Once per turn, when you spend a sorcery point, you can choose to create difficult terrain of plants in a 5 foot radius around you, which lasts until the start of your next turn, as roots and other plants sprout up from the ground. In addition, you ignore difficult terrain caused by plants or earth.

Aspect of Gaia

14th-level Primal Born feature

You can borrow traits from the inhabitants of nature. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, if you are aware of a creature or plant fulfilling the requirements through your Supernatural Connection feature. The effects last until the transformation ends:

  • From a creature with wings: You sprout similar wings. You gain a flying speed equal to your walking speed.
  • From a creature or plant with spikes, spines, or thorns: You grow spikes over your clothing and armor. When you are hit by a melee attack, you deal 1d10 piercing damage to the attacker.
  • From a flowering or fruiting plant: Your skin turns green and plant-like. At the start of each of your turns, if you are in a brightly or dimly lit space, you gain 1d10 temporary hit points.
  • From a creature with keen eyesight, smell, or hearing: You gain advantage on Perception checks involving the corresponding sense. If you are missing that sense, you gain it.
  • From any creature or plant: You borrow aesthetic aspects to enhance your social presence. You gain advantage on Performance and Persuasion checks if the creatures you are trying to influence find those aspects charming.

Scion of Nature

18th-level Primal Born feature

You can cast the awaken spell on any plant or beast without requiring material components. When you do this, you can choose to have the creature be charmed by you until you use an action to end the effect, and the ritual to cast the spell only takes 1 hour, and be performed during a short or long rest. The creature regards you as a close ally and will fight alongside you to protect you if you wish it to do so. Once you use this feature, you cannot use it again until you finish a long rest, or you use 5 sorcery points to cast the spell again.

In addition, for every 10 years that pass, you only age 1 year.

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