Sorcerous Origin

Natural Sorcery

Your innate magic comes from a connection to the natural world. You have always preferred the aggressive calm of nature against the hustle and bustling chaos found within city walls. Many who possess these powers find lineage tracing back to one of the ancient primordials or elementals. Some just have an innate understanding of the natural world and its elements, but don't draw their power from the land like druidic magic.

Spirit Warrior

The magic you command is infused with the power of the elements and spirits. You can speak, read, and write Primordial and sylvan.

Additionally you gain proficiency in light armour, medium armour, and simple weapons.

Primordial Progeny

As your magic awakens in your body, it causes physical traits and minor manfestations of your power to appear.

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally you choose a primordial trait and gain its feature.

Fire. Whenever you cast a spell of 1st level or higher, as a bonus action you can imbue your strikes with searing flames. Until the end of your next turn, your next melee attack will deal additional fire damage equal to half your sorcerer level plus your Charisma modifier(minimum of 1).

Water. Whenever you cast a spell of 1st level or higher, as a bonus aciton you can swathe yourself or a nearby creature in soothing mists. Choose a creature within 10 feet of you. The target gains temporary hitpoints equal to half your sorcerer level plus your Charisma modifier(minimum of 1).

Earth. Whenever you cast a spell of 1st level or higher, as a bonus action earth and rock clings to you, turning aside incoming blows. Until the start of your next turn, your AC increases by half your charisma modifer (rounded up).

Natural Ties

At 6th level you've learned to live in harmony with nature, calling upon it's denizens to your aid. You add speak with plants and speak with animals to your spells known. These are sorcerer spells for you, and do not count against your total number of known Sorcerer spells.

Elemental Resilience

At 6th level you gain a benefit based on the primordial trait of your choice. You can choose the same trait you selected at 1st level or a different one.

Fire. You gain resistance to fire damage. Whenever you cast a spell of 1st level or higher, you can wreathe yourself in flames. Until the start of your next turn, whenever a creature touches you or hits you with an attack it takes damage equal to half your sorcerer level rounded down.

Water. You gain resistance to cold damage. Whenever you cast a spell of 1st level or higher, emit a blast of frigid air. Creatures of your choice within 10 feet have disadvantage on their next attack.

Earth. You gain resistance to acid damage. Whenever you cast a spell of 1st level or higher, you send shuddering shocks through the very earth around you. Each creature within 5 feet of you must make a dexterity saving throw against your spell save DC or take bludgeoning damage equal to half your sorcerer level your and fall prone.

Nature's Fury

Starting at 14th level when you are hit by a melee attack, you can use your reaction to deal damage to the attacker equal to your sorcerer level. The damage type you deal depends on the primordial trait you select for this feature. You can choose the same trait you selected previously, or a different one.

Fire. Your Nature's Fury deals fire damage. A creature damaged by Nature's Fury must make a Constitution saving throw against your spell save DC or become blinded until the start of its next turn.

Water. Your Nature's Fury deals cold damage. A creature damaged by Nature's Fury must make a Strength saving throw or have its movement speed reduced to zero until the end of its next turn.

Earth. Your Nature's Fury deals bludgeoning damage. A creature damaged by Nature's Fury cannot use its reaction until the start of its next turn.

Patron of the Spirits

At 18th level you can choose a primordial trait and gain its features. You can choose the same trait you selected previously, or a different one.

Fire. You can use an action to teleport to an unoccupied space adjacent to any fire that you can see, including flames as small as lit candals, up to 60 feet away. You can cast spells as if you were in a fire's space, but you must use your own senses.

Water. You can move through and occupy an enemy's space. Additionally you gain resistance to bludgeoning, piercing, and slashing damage and a critical hit against you becomes a normal hit.

Earth. You gain tremorsense out to 15 feet. You and allies that you can see with your tremorsense cannot be knocked prone or be moved against their will. Additionall enemies that you can see within your tremorsense have their speed reduced by ten.