Sorcerer
Base Class: Sorcerer

Those born with an idyllic soul are a result of a bloodline that has a long standing relation with nature in some way. In some cases the relation is as simple as living in a small village that takes as much as it gives back to nature, other times it could be a sign of a distant ancestor that was an archdruid or maybe a soul becomes entwined with nature from a young age by being a part of it.

In some places those with an idyllic soul are respected and revered as the guardians of balance and protectors of nature's tranquil neutrality. But in other reaches of the world, where people live in urban cities and have forgotten their natural roots, the neutrality offered by these sorcerers is but a hurdle to their self gain.

Although they are deeply connected to nature, idyllic soul sorcerers are not entirely formed by it's neutrality, as some might wield their sorcery to achieve selfish or otherwise personal goals.

Natural Magic

Your connection with nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn 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 learn spells when you reach certain levels in this class, as shown on the Natureborn 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.

You also become proficient in Animal handling and Nature skills.

Grasping Roots

Starting at 1st level, you can command surrounding nature to restrain your foes.

As an action, you can target one creature within 90 feet that you can see. The creature must succeed on a Strength saving throw against your spell save DC or be restrained by the nearby flora. When you use this feature, you can target one additional creature within range that is within 5 feet of the original target. 

At the end of each of its turns, the target can make another Strength saving throw. On a success, it frees itself.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Untamed Spirit

Starting at 6th level, Whenever you use your Metamagic feature, the untamed nature in your soul sprouts rapidly. Depending on your last Metamagic option you used, natural powers of your soul take different forms: 

  • Careful Spell: Your soul nourishes souls of your allies and gives them the form of a protective turtle shell around all creatures you choose to protect from the full effect of your spells, granting them temporary hit points equal to your proficiency bonus + your Sorcerer level. The temporary hit points disappear after you use a different Metamagic option.
  • Distant Spell: Your soul sprouts from your back in the shape of spectral eagle wings and allows you to fly straight up from your position up to 120 feet right before casting the spell and safely returns you to the ground after the spell's casting.
  • Empowered Spell: Your soul takes the form of a giant howling spectral wolf. For every rerolled die that you roll the maximum damage on, you can choose a creature within 60 feet of you that must succeed on a wisdom saving throw against your spell save DC or become Frightened until the end of your next turn.
  • Extended Spell: A spectral wreath of flowers forms atop your head, giving you advantage on concentration checks for the duration of the extended spell.
  • Heightened Spell: If the target fails the saving throw, spectral vines and moss cover your body for the next 1 minute. For the duration, you can choose to add 1d4 to any saving throw you make after rolling the d20 but before the DM tells you the outcome, after which the vines and moss disappear into gentle mist.
  • Quickened Spell: After quickening a spell, you regain 1 charge of Grasping Roots. Until you spend a charge of Grasping Roots, tiny roots appear under your feet and start sprouting while a creature is restrained by the next use of that feature.
  • Seeking Spell: If you reroll the attack roll and still miss, your favorite animal appears with a body of sunlight and catches the spell, running back to you and restoring 1 sorcery point while leaving behind a trail of dim light from the target creature to you. Until the end of your next turn, you have advantage on all attack rolls when targeting a creature standing on the trail, then the trail vanishes.
  • Subtle Spell: When using Subtle Spell choose a number of creatures up to your proficiency bonus that you can see. On each of their shoulders an invisible rat appears that only they can see and whispers in their ear anything you want for the next 10 minutes. You will hear anything that they whisper back to the rat.
  • Transmuted Spell: After changing a spell's damage type, you can spent another 3 sorcerer points to gain immunity to the original damage type of the spell until the end of your next turn, as your skin becomes covered in dragon scales colored in the matching damage type.
  • Twinned Spell: After twinning a spell, two spectral cat-like tails appear from your back for the next 1 minute. For the duration, you can't be knocked prone, grappled or restrained against your will.

Freedom of Growth

Starting at 14th level, you can bind surrounding natural magic to yourself. By spending 5 sorcerer points - number of hours you spent in a certain natural habitat (minimum of 1 point) you can attune to it, granting you appropriate benefits as long as you stay in the same habitat:

Flight speed equal to your walking speed (Mountaintops), swim speed equal to double your walking speed (inside a deep lake), advantage on survival checks (forest). DM may give any similar benefits that they see fit for the current biome.

Additionally, after attuning to your surrounding you can spend 1 minute to talk to the resident life forms to learn about anything within 1 mile around you as long as the biome doesn't change drastically within that range.

Natural Born of the Wild

At 18th level, you gain the ability to overcome grievous injuries.