Sorcerer
Base Class: Sorcerer

Sometimes nature is threatened, and there is no-one to answer the call.  In these times, the natural world itself can create its own defenders, Incarnations of the earth itself with a single driving goal.

You carry an innate magic connected to the spirits of nature and flora, such as plants and fungi. There might be dryads among your ancestors, or your mother could have been infested with a magical fungus when you were in the womb. Maybe you were born in a druid's grove during a solstice, or perhaps you were touched by the magic of an archfey as a young child.

The primal power that flows within you will inevitably affect you and your surroundings. Many Nature Soul sorcerers  find that they are different from childhood, and as they age, the oddities only grow.

Incarnation of Nature Origins
d6 Origin
1 You are the child of Druids of some renown. Either as a reward for their deeds or as a miracle of fate. You were born linked with nature akin to a spirit. 
2 You were exposed to the Feywild or the plane of elemental chaos power. You have lost something that was apart of you but you have gain something you don't understand yet.
3 Some one along the family line had a encounter with a dryad or another nature spirit. Now your destiny calls as something hidden and now come into play.
4 You drank a few drops of elemental blood, forever infusing your nature magic with elemental power.
5 Some beast spirits come to the aid of those that protect the land. Others, such as the yours, bond with a child to becomes a living champion for them.
6 As a child, you were raised by a Treant, that protected you from the world, while teaching you the unique magic that not even druids know. One day, it sent you out into the world to live among your own and to seek out other Treant's. 

Nature Magic

1st-level Nature Soul feature

Your link to the circle of life 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.

In addition, you learn two cantrips from the Druid spell list. The druidcraft cantrip and one other one of your choice. In addition, you choose a aspect of nature that follows the origin of your character's story. You learn an additional spells and features based on that aspect, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.

ASPECT

Spell

Beasts

Animal Friendship , Speak with Animals

Plants

Entangle , Detect Poison and Disease

Weather

Fog Cloud , Thunderwave

Beasts

You learn the Animal Friendship and Speak with Animals spells, but they don't count against your number of sorcerer spells known.

Plants

You learn the Entangle and Detect Poison and Disease spells, but they don't count against your number of sorcerer spells known.

Weather

You learn the Fog Cloud and Thunderwave spells, but they don't count against your number of sorcerer spells known.

Sanctuary of Nature

1st-level Nature Soul feature

You learn to speak, read, and write Sylvan. In addition, beasts and plants can understand your speech, and you gain the ability to decipher their noises and motions. This ability doesn’t grant you friendship with beasts or plants, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character. You have advantage on all Charisma checks you make to influence them.

Additionally, beasts and plants have difficulty harming you. If an beasts and plants targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an beasts and plants needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An beasts and plants is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Nature's Guardian

6th-level Nature Soul feature

As an action, you magically summon a Nature's Guardian plant creature, within 30 feet of you. The plant is friendly to you and your companions and obeys your commands. The plant uses the Nature's Guardian stat block, which uses your proficiency bonus (PB). The plant is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.

When you cast a spell with a range other than self, the spell can originate from you or your Nature's Guardian. Once you summon the plant with this feature, you can’t do so again until you finish a long rest, unless you expend 3 sorcery points to use this feature again. You can have only one plant creature summoned by this feature at a time; if you use this action and already have a Nature's Guardian  from this feature, the first one immediately disappears.

Nature's Guardian 

Armor Class 14 + PB (natural armor)

Hit Points 10 + five times your sorcerer level

Speed 30 ft.

STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)

Damage Immunities poison

Condition Immunities charmed, poisoned, blinded, Deafened

Senses blindsight 60 ft.(blind beyond this radius), passive Perception 11

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Regeneration. The Nature's Guardian regains hit points at the start of its turn equal to your Charisma modifier. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the Nature's Guardian ’s next turn. 

Protective Body.  A creature that touches the Nature's Guardian or hits it with a melee attack while within 5 feet of it takes 1d6 piercing or poison (you choose) damage. At the start of each of your turns, creatures grappled by your Nature's Guardian take your Protective Body  damage. 

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + PB piercing or poison (you choose) damage.

Constrict. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: The target takes 1d6 + PB bludgeoning damage, and it is grappled ( your spell save dc). Until this grapple ends, the target is restrained, and the Nature's Guardian can’t constrict another target.

Verdigris Bloom

14th-level Nature Soul feature

You are immune to poison damage and the poisoned and disease condition's. In addition, once per turn, whenever you target a creature with a spell of 1st level or higher, you may create a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave at the target's location until the end of your next turn. This plant growth shed dim light in a 5-foot radius heals the target and each creature of your choice within that radius equal to half your sorcerer level (rounded down). If you cast the spell used for this feature using sorcerer points, the amount of hit points regained equals your sorcerer level instead of half.  

If the spell targets more than one creature, you choose the creature the feature benefits from.

18th-level Nature Soul feature

You and your Guardian's bond has matured, turning you into a powerful team. Whenever you cast a spell targeting yourself, you can also affect your Guardian's with the spell if the creature is within 60 feet of you. 

In addition, you can communicate telepathically with your Guardian's and perceive through your Guardian's senses as long as you are on the same plane of existence.

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