Base Class: Sorcerer
The powers of the land have infused themselves with you and given you the power to be either their messenger or champion
Power of the land
At level 1 you learn the cantrip Shillelagh, this does not count towards your known spells
In Addition, You learn 2 spells from the Druid spell list at first level which do not count towards your spells known, you may add another 2 spells from the druid spell list to you character when you reach the following levels as a sorcerer; 3, 5, 7, 9,
When you swap a known spell when you level up, you may also swap that spell with a spell from the Druid spell list
In Tune With Nature
1st-level Nature Blood feature
Your innate bond with nature grants you a better understanding to its workings.
You gain proficiency in two of the following skills of your choice; Animal Handling, Nature or Survival.
In Addition, whenever you make skill check with the chosen skills, you add a bonus equal to your charisma modifier (minimum 1)
Speaker of the wild
6th-level Nature Blood feature
You learn the spells "Speak with animals" and "Speak with Plant", these do not count towards your spells known.
In Addition, instead of expending a spell slot to cast either of these spells, you may instead expend a number of sorcery points equal to the spells level. When cast this way, any willing creature within 10 feet of you may also gain the benefit of this spell
Natures wrath
6th-level Nature blood feature
You learn the spell "Thorn whip" as a cantrip, this does not count towards your spells known.
In Addition, whenever you cast this spell, you may target an addition creature so long as it is within the spells range
Call of the Wild
14th-level Nature Blood feature
As an action, you can cast the spell "conjure Animals" at Third Level without expending a spell slot
You can use this feature a number of times equal to your proficiency bonus, you regain all uses of this feature after a long rest
One with Nature
18th-level Nature Blood feature
As an Action, you enter a trance and gain resistance from all damage a side except for psychic damage. While in this trance your speed is reduced to zero and you are unable to concentrate on spells.
You and any friendly creature that is within 20 feet of you at the beginning of your turn regain hit points equal to 3D8 + your charisma modifier. All creatures that regain hit points this way also add a point to their saving throws and attack rolls equal to your charisma modifier until the start of your next turn
This trance ends when you use an action to end it, you Hit points are become unconscious, or you are dealt damage by a critical hit
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