Sorcerer
Base Class: Sorcerer

Your innate magic stems from the elemental spirits found throughout the natural world. You or an ancestor may have had a life changing encounter with the spirits known as Chwingas, which granted an uncommonly powerful charm that altered the course of your destiny. Perhaps, after deep meditative contemplation deep in nature, you forged an unbreakable link with the Chwingas around you, absorbing their power. Or perhaps you have an odd gift that allows you to draw magical power from nature itself and you learned to harness it on your own.

Level 3: Chwinga Gifts

The nature magic you wield allows you to bestow mystical gifts in the form of charms. When you finish a Long Rest, choose a number of allies up to your Charisma modifier (which can include yourself, minimum of 1 ally) and grant each of the chosen allies one of the following charms (you may choose a different charm for each ally). Each charm lasts until either used up or until you finish a Long Rest.

Charm of Elemental Protection.
As a Reaction to taking Acid, Cold, Fire, Lightning, or Thunder damage, the creature can grant itself Resistance to that instance of damage. The charm ends after this reaction is taken three times.
Charm of Greater Awareness.
While the creature has this charm, it gains Blindsight with a range of 20 feet. Whenever the creature takes the Search or Study action, it may use its Reaction to grant itself advantage on an ability check made as part of taking that action. The charm ends after this reaction is taken three times.
Charm of Quick Recovery. As a Bonus Action, the creature can regain a number of Hit Points equal to 2d8 plus your Charisma modifier. The charm ends after this bonus action is taken three times.

Level 3: Chwinga Spells

When you reach a Sorcerer level specified in the Chwinga Spells table, you thereafter always have the listed spells prepared.

Chwinga Spells
Sorcerer Level Spells
3 Detect Poison and Disease, Druidcraft, Entangle, Pass without Trace, See Invisibility
5 Meld into Stone, Protection from Energy
7 Conjure Minor Elementals, Conjure Woodland Beings
9 Commune with Nature, Tree Stride

Level 6: Linking Gifts

Your mystical gifts forge a connection among those you grant them to.

While an ally has one of your charms, it gains the following additional benefits:
Natural Guidance. When the ally gains the charm, it chooses two skills. While it has the charm, it adds 1d4 to any ability check using either of the chosen skills.
Protection. When the ally is in the area of effect of a spell cast by another ally that also bears one of your charms, it may take a Reaction to automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. 
Togetherness. The ally knows the location of all others allies who also bear one of your charms that are on the same plane of existence as itself. They may telepathically communicate with each other while within 1 mile.

Level 6: Natural Sustenance

You perpetually draw energy from the natural environment around you that sustains you.
You don't gain Exhaustion levels from malnutrition or dehydration.

Level 14: Greater Gifts

The charms you can bestow upon your allies are improved as follows.

Elemental Protection. When the creature gains this charm, it chooses one damage type from among Acid, Cold, Fire, Lightning, or Thunder. While the creature has this charm, it always has Resistance to the chosen damage type without needing to take a Reaction; additionally, when subjected to damage of that type, it may take the Reaction from this charm to grant itself Immunity to that instance of damage. 
Greater Awareness. The Blindsight granted by this charm increases its range to 40 feet.
Quick Recovery. The healing from this charm's bonus action increases to 4d8 plus your Charisma modifier. Additionally, when a creature uses this charm's bonus action to regain hit points, it may also end one effect on itself causing it to be Charmed, Frightened, or Poisoned.

Finally, the following are now among your charm options for Chwinga Gifts.

Charm of Nature's Sanctuary. While the creature has this charm, it can breathe normally in any environment, it has Resistance to Poison damage, and it has Advantage on saving throws made to avoid or end the Poisoned condition. Whenever the creature fails a Constitution or Wisdom saving throw, it may use its Reaction to reroll the save with a bonus equal to your Charisma modifier, potentially turning failure into success. The charm ends after this reaction is taken three times.
Charm of Unimpeded Strides. While the creature has this charm, it ignores Difficult Terrain imposed by plants, rocks, ice, and snow. The creature can take a Bonus Action to take both the Disengage and Dash actions and double its jump distance for the turn. The charm ends after this bonus action is taken three times.

Level 18: Perpetual Gifts

Whenever an ally within 60 feet of you loses a charm you granted it with Chwinga Gifts, you regain 1 Sorcery Point.

As a Reaction to an ally within 60 feet of you losing a charm you granted it with Chwinga Gifts, you may spend 3 Sorcery Points to grant it a new charm.

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