Base Class: Sorcerer
Some sorcerers are born with an innate connection to the natural world and its magics. Those with an an earthen connection may be fueled by nature spirits, an elemental, fey, or perhaps an archdruid.
Druidic Magic
When you choose this Origin at 1st level, your link to the natural world allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn 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 learn two bonus druid cantrips of your choice.
Additionally, you can cast the speak with animals spell at will a number of times equal to your Proficiency bonus per short or long rest. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.
Earthen Armaments
At 1st level your natural connection to the earth allows you to protect yourself. As an action, you can gain a base AC of 13 + your Constitution modifier if you aren't wearing armor or wielding a shield. When doing so, your skin assumes a stony or earthen appearance or natural warding magic glimmers fainting on your skin. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor or a shield.
Nature's Embrace
When you reach 6th level, your command over nature grows. After dealing damage with a spell or melee attack, you can spend 1 sorcery point to call forth a spectral animal to lash out at the target. In doing so, make a Grapple check using your spellcasting ability modifier + your proficiency bonus contested by the target's Strength (Athletics) or Dexterity (Acrobatics). A creature of Huge size or larger makes the check at advantage. Normal Grapple rules apply otherwise and the target can use its action to attempt to break free from the grapple by initiating the check again at the start of each of its turns.
Additionally, on subsequent turns as a bonus action you can spend 1 sorcery point to deal 2d6 force damage to the target as long as it remains grappled by Nature's Embrace.
Earthen Edge
At 14th level, your mastery of natural magic allows you to add the force of the earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
Champion's Carapace
When you reach 18th level, your earthen connection allows you to further enhance your defenses. When you use your Earthen Armaments feature you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Additionally, when a creature damages you, they take force damage equal to your proficiency bonus.
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Posted Mar 10, 2021Very very interesting idea, I like it quite a bit.