Sorcerer
Base Class: Sorcerer

Your magic stems from the divine essence of nature itself, either from an ancestor's dealings with Melora, the Wildmother, or maybe you had a near death experience in the Feywild. Due to this, the power of Mother Nature flows through your veins and allows you to manipulate the very environment around you.

Nature Magic

Your link to nature itself allows you to learn spells from the druid class. Existing prerequisites still apply, but the selected spells become sorcerer spells for you. Additionally you gain a druid cantrip of your choice which grants you control over one of the four basic elements: fire, water, earth, or wind. This doesn't count against your known cantrips.

Additional cantrip

You may also choose one of the following druid cantrips to cast at will: Control Flames, Gust, Mold Earth, or Shape Water. This cantrip won’t count against your total known cantrips.

Suit of Thorns

Starting at 1st level, you can use a bonus action to create a suit of thorny vines that cover you from head to toe. While this feature is active, your AC is increased by [roll]2d6[/roll] and you have resistance to slashing and piercing damage. Additionally, when a creature deals melee damage to you, they take [roll]1d6[/roll] piercing damage. The suit lasts until combat ends, or if you are incapacitated or killed.

This feature does not require armor proficiency. You can use this feature a number of times equal to your proficiency bonus, after which you will regain expended uses once you complete a long rest.

Solar Energy

Starting at 6th level, when under direct sunlight, you will slowly regain any hit points lost. In combat, at the start of each of your turns, you will regain [roll]1d4[/roll] hit points. When out of combat, you will be fully healed in [roll]2d4[/roll] minutes.

Earth Glide

Starting at 14th level, you can burrow through nonmagical, unworked earth and stone at a burrowing speed of 30ft. While doing so, you don't disturb the material you move through. When in combat, this will consume your movement.

Mark of the Wildmother

At 18th level, the crest of Melora, the Wildmother appears as a magical tattoo on your body, in a location of your choosing. This tattoo has 1 charge per long rest, and you can spend 5 sorcery points to recharge it up to once per long rest. The tattoo cannot be removed by magical means, or by physically cutting the area.

When struck by a lethal blow, you can choose to expend a charge and use your reaction to regain hit points equal to double your sorcerer level.

Additionally, you can expend a charge to regain up to [roll]2d10[/roll] combined spell slots. The recovered spell slots' levels must not exceed the total number of the roll (i.e. if you roll an 11, you can regain spell slots whose levels total up to 11).

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