Base Class: Sorcerer
One gifted with sorcery of the variety has their magic stem from a connection forged through communion with the primal forces of nature. A Natural Soul draws power from the untamed essence of the wilderness, having forged a bond with the spirits of the land through rituals, quests, or deep contemplation. This unique link might stem from an individual who sought the ancient wisdom of the sacred groves or earned recognition from spirits from within ancient forests.
These almost druidic sorcerers, embodying the raw essence of nature, tend to find themselves navigating a delicate balance between the wild and settled realms. Their mastery over the primal forces of the natural world prompts them to channel their abilities to serve nature or potentially to rule it. Drawing from their deep connection to the untamed, these sorcerers often take on the role of ambassadors of nature, seeking to foster understanding and harmony between the wilderness and civilisation.
In certain cultures, the emergence of a sorcerer so attuned to nature is hailed as a testament to the enduring connection between the mortal realm and the wild. These sorcerers are revered as intermediaries between civilizations and the untamed expanses, embodying the symbiotic relationship that exists between humanity and the natural world.
Natural Magic
1st-level Natural Sorcery feature
Your link 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, during a short rest you can perform a druidic ritual meditation. Performing this ritual allows you to choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up), and none of the slots can be 6th level or higher. You can only use this feature once per long rest.
For example, when you are a 4th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Natural Knowledge
1st-level Natural Sorcery feature
You can add your Charisma modifier to ability checks using the Animal Handling, Nature or Survival skills, as you draw on your connection with nature to find the information or wisdom you need rather than memory.
One With the Wild
6th-level Natural Sorcery feature
You learn the spells speak with animals and speak with plants however instead of communicating verbally you can communicate telepathically. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. You also have advantage on all Charisma or Wisdom (Animal Handling) checks made when communicating with beasts or plants.
You cannot replace these spells with other spells upon levelling up.
Nature's Ward
14th-level Natural Sorcery feature
Your connection to nature allows you to exude a healing aura. As a bonus action, you can spend 5 sorcery points to activate this nurturing aura, creating a 30-foot radius of healing energy centred on you. For the next minute, creatures of your choice within the aura regain an 5 hit points at the start of each of their turns.
Once you use this feature, you can't use it again until you finish a long rest.
Aboreal Form
18th-level Natural Sorcery feature
You can align your body with the the form of nature to reflect your soul.
You transform into the shape of a huge tree and gain 120 temporary hit points. This transformation lasts until you lose all these temporary hit points (including if they are replaced by temporary hit points from another source), you dismiss the form as an action or dispel magic is cast on you. Being in this form sets your movement speed to 0 and prevents you from speaking or casting spells with material components.
Whilst in this form you have 5 branches you can use to attack and grapple creatures or objects and your reach becomes 20 feet; on your turn you can use an action to make one attack with each branch using your spell attack modifier, each attack does 1d10 + your Charisma modifier magical bludgeoning or magical slashing damage and grapples its target. You can replace an attack with a branch that is grappling an object or creature to forcibly move it to any point within your reach or throw them 20ft. in any direction (ending the grapple), if they collide with an object such as a wall, roof or barrels when you throw them they take 2d6 bludgeoning damage.
If you leave this form due to losing your temporary hit points you must make a DC 20 Constitution saving throw, on a success you take 1 level of exhaustion, on a failure you take 2 levels of exhaustion and fall unconscious for 1d4 rounds. Once you use this feature you cannot use it again until after your next long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/23/2023 3:58:30 PM
|
1
|
0
|
1
|
Coming Soon
|
|
|
12/24/2023 12:21:58 PM
|
2
|
0
|
1.1
|
Coming Soon
|
|
|
1/26/2024 12:26:45 PM
|
6
|
0
|
1.2
|
Coming Soon
|
|
|
1/26/2024 12:34:16 PM
|
4
|
0
|
1.3
|
Coming Soon
|
|
|
3/9/2024 7:50:07 PM
|
5
|
0
|
1.3.1
|
Coming Soon
|
|
|
3/10/2024 10:25:55 AM
|
6
|
0
|
1.10
|
Coming Soon
|
|
|
3/11/2024 12:06:16 PM
|
7
|
0
|
1.10.1
|
Coming Soon
|
|
|
3/11/2024 12:14:38 PM
|
8
|
0
|
1.10.5
|
Coming Soon
|
Comments