Sorcerer
Base Class: Sorcerer

Somewhere in your family's past, a link to Nature was forged.  Perhaps you are the scion of a family with strong ties to druids, or you were raised by druids, or you just might have a touch of a Nature's deity blood flowing through you.  Regardless of your lineage or circumstance, you posses a connection to Nature, which allows you to learn spells from the druid class. When your spell casting feature lets you learn or replace a sorcerer cantrip or spell, you can choose the new spell from the druid or sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Nature's Gift

Nature's first and second Weapons: You can alter your hands, feet, wings, etc. (only 2) into weapons of your choice.  Damage type according to transformation.  (Claws=slashing, Teeth=piercing, Horn=piercing, etc.)

You learn the Druidcraft cantrip.  It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Nature's Blessing: The power of Nature helps you with 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.

Nature's Caress

Starting at 6th level, your connection to Nature grows stronger.

Nature's Helping Hand:  Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to re-roll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

Nature's Camouflage:  As an action, you can transform your appearance. You decide what you look like, including your age, gender, height (+/- 24 inches, must remain in same size category), weight (+/- 50 lbs, must remain in same size category), facial features, sound of your voice, hair length, finger- and toe-nail length, coloration (skin, hair, nails), and any distinguishing characteristics. You can make yourself appear as a member of another race, though none of your statistics change. You can't change to a creature of a different size than you, and your basic shape stays the same - if you're bipedal, you can't use this ability to become quadrupedal, for instance. (# of times per long rest = 1 + CHR modifier)

Nature's Assisted Descent:  You can slightly alter your body to slow fall, if you are not bound or incapacitated.  (The ability requires free arms and not being over-encumbered.) (# of times = proficiency bonus per long rest)

Nature's Augmented Form

Starting at 14th level, you can use a bonus action to change your form with ONE of the following:

Sprouting a pair of wings on your back. While the wings are present, you have a flying speed equal to your walking speed + 10. You have complete control of the appearance and functioning of the wings: bird wings (eagle, owl, raven, humming bird, etc.), bat wings, dragonfly, butterfly, moth, real or spectral, noisy or silent.  You can hover.

Bulking up and lengthening your arms.  You gain a climbing speed of your walking speed + 10.

Sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed + 10.

You have 1 minute to settle on the adaptation, then it is set.  The adaptation lasts until you die or you dismiss it as a bonus action.  You can only have one adaptation in effect at a time.  Whatever you are wearing must allow for the adaptation, otherwise you take 1d10 damage and you do not change form and you waste one usage of this ability.

Nature's Boon

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 heal yourself 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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