Sorcerer
Base Class: Sorcerer

Lore and stuff goes here

Druidic Magic

Your innate connection 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 can speak, read, and write Druidic; and you have proficiency in the Nature skill.

Atune to Nature

Starting at 1st level, you can form a powerful link between the spirits of nature and yourself. When you finish a short or long rest, you can gain temporary hit points equal to 1d4 + your Charisma modifier (minimum modifier of +1). The temporary hit points last until you finish your next long rest.

You gain more temporary hit points at higher levels. At 5th level, you gain temporary hit points equal to 2d4 + your Charisma modifier. At 11th level, you gain temporary hit points equal to 3d4 + your Charisma modifier. At 17th level, you gain temporary hit points equal to 4d4 + your Charisma modifier.

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

Primal Healing

Starting at 6th level, your natural gift lets you heal others as well as nature itself. As an action, you can expend at-least 1 sorcery point (up to 3 sorcery points) to touch a creature or a non-magical plant, healing it. If you touch a creature that is neither a Construct nor an Undead, that creature regains 1d6 hit points for each sorcery point you expended.

This feature has improved effects on plants. If you touch a Plant creature, that creature regains an additional 1d6 hit points for each sorcery point you expended. Additionally, if you touch a non-magical plant, the plant is instantly restored to full health and blooms, even if it was previously withered.

Emissary of Nature

Starting at 14th level, your attunement to nature not only protects you, but empowers your druidic magic. As long as you have temporary hit points gained by your Attune to Nature feature, you can expend sorcery points to cast druid spells that you don't know.

You can expend 1 sorcery point to cast a cantrip that you don't know from the druid spell list. You can also expend 3 sorcery points to cast a 1st-level spell that you don't know from the druid spell list. Any spell that you cast using this feature, even if it isn't on the sorcerer spell list, is nonetheless a sorcerer spell for you.

If a spell that you cast requires concentration, you can only maintain concentration on that spell while you have temporary hit points gained by your Attune to Nature feature.

Greater Attunement

At 18th level, you learn how to channel your attunement to the natural forces more often. You can now use your Attune to Nature feature twice per long rest instead of only once.

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