Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a primal source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being or archfey. Perhaps your ancestor was an angel of harvests, transformed into a mortal and sent to heal the land. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of primal magic.

A Primal Spirit, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Primal Spirit can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Primal may command religious power. In these lands, shamanistic positions are dominated by a few bloodlines and preserved over generations.

Primal Magic

Your connection to the land 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.

Additionally, you gain proficiency in the Nature skill.

Chosen of the Fey

Starting at 1st level, the spirits of nature guard your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature's Sanctuary

 When you reach 14th level, you gain immunity to poison and disease.

Additionally, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Primal Resilience

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

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