Sorcerer
Base Class: Sorcerer

Your sorcerous powers stem from a deep connection to the natural world, inherited from ancestors who were steeped in the ancient mysteries of the druids. Your magic flows with the rhythms of the earth, the whispers of the winds, and the song of the wild.

Druidic bloodline

At 1st level, you choose one type of Druid grove that blesses you, you gain proficiency in the following checks

Draconic Ancestry
Druid CIRCLE Profciency 

Circle of Land

Survival and Nature

 
 

You are connected to nature well.

Nature's Resilience

Your connection to nature grants you additional resilience. While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier.

Wild Empowerment

Starting at 6th level, you gain the ability to channel the primal energy of nature to empower your spells. Any nature based spell has your charisma modifier added to it's damage.

You also gain the were- transformation feature, for you are not a complete druid but you draw your power from the wild, as a bonus action spend 1 sorcery point to turn into a:-

Were-bear , were-rat, or were-wolf ; DM'S DESCRITION FOR ANY OTHER WERE-ANIMAL player wishes to turn into (use existing stat block for were-creatures that already exist, other wise create your own, and have fun!), also ignore any alignment requirements for turning into a were-animal.

Druidic Spells

You learn additional spells when you reach certain levels in this class, as shown in the Druidic Sorcerer Spells table below. These spells count as sorcerer spells for you, but they don’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st Entangle, Speak with Animals
3rd Moonbeam, Pass without Trace
5th Plant Growth, Call Lightning
7th Freedom of Movement, Guardian of Nature
9th Commune with Nature, Tree Stride

Primordial Ascendancy

Starting at 14th level, your connection to the primal forces of nature reaches its apex, granting you unparalleled command over the elements. You gain the ability to transform into a creature of pure elemental energy for a limited time. As an action, you can spend 5 sorcery points to transform into a Large elemental of your choice: Earth, Air, Fire, or Water. Your transformation lasts for 1 minute, during which you gain the following benefits:

  • Elemental Form: You assume the appearance and statistics of the chosen elemental, except your Intelligence, Wisdom, and Charisma scores remain the same. You retain the ability to speak, cast spells, and use any features granted by your sorcerous origin. Your size becomes Large, and your speed increases by 10 feet. Additionally, any weapon you carry in normal form sizes up as well, becoming one with the element you chose, dealing an extra 3d8 damage of whatever element you are.

  • Elemental Resistance: You gain resistance to the damage type associated with your chosen elemental form (bludgeoning, piercing, and slashing from nonmagical attacks in Earth form; lightning and thunder in Air form; fire in Fire form; and acid in Water form).

  • Elemental Fury: Once on each of your turns, when you hit a creature with a melee spell attack, you can cause the spell to deal extra damage of the same type associated with your elemental form. The extra damage equals your Charisma modifier (minimum of 1).

Once you use this feature, you can't use it again until you finish a long rest.

Primal Cataclysm

At 18th level, you gain the ability to channel the raw power of nature into a devastating cataclysmic event. As an action, you can expend 7 sorcery points to unleash a Primal Cataclysm in a 60-foot radius centered on yourself. The area becomes difficult terrain, and each creature other than you must make a Dexterity saving throw against your sorcerer spell save DC, taking 10d10 force damage on a failed save, or half as much damage on a successful one.

In addition, the environment within the area is altered to reflect the essence of nature's fury. Trees may uproot themselves, rocks may shatter, and winds may howl. This transformation lasts for 1 minute, and the terrain remains altered for the duration. Hostile Creatures caught in the area when you activate this ability must also make a Strength saving throw against your sorcerer spell save DC or be knocked prone and make a Wisdom saving throw or be Frightened by the wrath of nature until the spell ends

Once you use this feature, you can't use it again until you finish a long rest.

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