Sorcerer
Base Class: Sorcerer

The magic that fuels your natural talents come from the wellspring of magic in the natural world. Perhaps one of your ancestors was a powerful Archdruid, or you were born near a plot of sacred lands. Whatever the source, you exhibit a connection to natural magics that does not rely on devotion or preparation.

Natural Magic

Your link to the natural world 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, choose an environment for the source of your magical connection: frigid, temperate, volcanic, arid,  or inhospitable. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell
Frigid Ice Knife
Temperate Entangle
Volcanic Burning Hands
Arid Detect Magic
Inhospitable Goodberry
Arid

You learn the Detect Magic spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Frigid

You learn the ice knife spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Inhospitable

You learn the Goodberry spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Temperate

You learn the Entangle spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Volcanic

You learn the Burning Hands spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Primitive Wildshape

Starting at first level, you can use your action to magically assume the shape of a beast that you have seen before.  You can use this feature only once. You regain expended uses when you finish a long rest.
Your sorcerer level determines the beasts you can transform into, as shown in the druid's Beast Shapes table. This ability functions identically to the features of wild shape as they are presented in he base druid class, but access begins at first level.  All restrictions and limitations are imposed as they are for the base druid class, unless specified by a feature gained at later levels.

At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. This feature uses the same table that the druid Wildshape feature does, but you never gain more than one use of Wildshape from this class. If you gain the wild shape feature from any other means, you can never have more uses of this feature than the maximum of that feature allows.
You can also expend this use of wild shape to cast the spell Find Familiar with a casting time of 10 minutes without material components. A familiar summoned in this way lasts a number of hours equal to half your sorcerer level rounded down.

Natural Replenishment

Starting at 6th level, your connection to the natural world refreshes you when you take a short rest.  When you begin a short rest, you cast the spell Leomund's Tiny Hut which last for the duration of the short rest, as elements of your connected environment surround you and any friendly creature in the radius. This is a spell-like ability and does not count as a known spell for you. At the end of the rest, the spell ends. Furthermore, you recover two sorcery points. The number of sorcery points regained with this feature increases when you reach certain levels in this class: 2 at 6th level, 3 at 10th level, 4 at 14th level, and 5 at 17th level. You can use this feature only once per long rest.

 

Elemental Movement

At 14th level, you can manifest attributes of the natural world that allow you to move through environments freely. As a bonus action, you can give yourself either a swimming, flying, climbing, or burrowing speed of 30ft. as elemental magics pervade your body. This movement lasts until you’re incapacitated, you die, or you dismiss is as a bonus action.

Primal Infusion

At 18th level, as a bonus action you can transform into a water, earth, fire, or air elemental for 10 minutes as if you had wild shaped into that creature. While in this form you can cast spells as normal but do not require material components to be in your hand to complete casting, provided you possessed that component on your person before transforming or have the component materials within 5 feet of you when you cast the spell. Costly components are consumed as normal.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to do it again.

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