Sorcerer
Base Class: Sorcerer

Some druids focus so whole-heartedly on the power of nature and the spirits of the world that they forfeit their shapeshifting entirely, becoming more akin to sorcerers. These sorcerers harness the aether of the earth, creating cyclones and other natural phenomena with ease. In their hearts, these shamans are druids, and often find themselves more comfortable associating with natural creatures and other druids.

Primal Magic

At 1st level, your link to the divine 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. You also learn Druidic.

In addition, choose an affinity for the source of your primal power: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or Underdark. You learn additional spells based on that affinity, as shown in the druid's Circle of the Land feature. They are sorcerer spells for you, but they don't count against your number of sorcerer spells known. If you later replace these spells, you must replace it with a spell from the druid spell list.

Cyclone Armor

At 1st level, you gain the ability to create a whirlwind that protects you from harm. As a bonus action, you can create and maintain this whirlwind, granting enemies disadvantage to attack you. If you lose concentration, the cyclone dissipates.

Aether Sage

At 6th level, you can spend 2 Sorcery Points to call forth a spirit creature from the primal lands to act as a companion and guardian to you. It takes the shape of a beast with a CR 1/3 your level and has the following features and changes:

  • This beast is incorporeal, and gains a flying speed equal to its walking speed, if it doesn't already have it.
  • It is immune to damage dealt by nonmagical weapons.
  • It acts on your initiative and can only take a move action
  • It remains active for one minute, until you or it drops to 0 HP, or it moves more than 30 feet away from you.
  • While the beast is active and within 15 feet of you, if you are injured, it can sacrifice its life force to heal and protect you. Using your reaction, as a reaction to you being hit with an attack, it can mitigate the damage taken up to its remaining HP.
  • Also while the beast is active, you gain the aspect of an animal, as seen in the Barbarian's Totem Spirit feature. This totem usually matches the spirit beast summoned, but can be any of the listed options. You can select a different totem each time you use Beast Sage.

Aether Attunement

Starting at 14th level, you gain a deeper connection to your Beast Sage, granting you the following benefits.

  • Your Aether Sage can now travel 60 feet from you before disappearing, and heal you from 30 feet away.
  • You can see and hear what it sees and hears, but while doing so you are blind and deaf to your own surroundings.
  • While your Aether Sage is active, you gain the enhanced aspect of an animal, as seen in the Barbarian's Totemic Attunement feature. The totem gained here must be of the same animal as the Totem Spirit animal chosen.
  • Also while Aether Sage is active, you can add your Charisma modifier to your spell damage rolls.

Hurricane

Starting at 18th level, when you activate Cyclone Armor, you may spend 6 Sorcery Points to create a maelstrom with a radius of 20 feet centered on you. While in this maelstrom enemy combatants are treated as if they are in difficult terrain and take cold damage equal to your Charisma modifier each time they start their turn in this maelstrom. Creatures in the maelstrom have disadvantage on concentration checks. Ranged attacks that pass through your Hurricane are made with disadvantage. This malestrom dissipates when the triggering bout of Cyclone Armor does.

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