Sorcerer: Primeval Bloodline

Just as magic can be found in the blood of dragons or the destructive power of storms, it also courses more slowly and discreetly through the workings of the natural world. An individual descended from powerful druids or fey spirits, or who is exposed to an intersection between the material plane and the Feywild, may find themselves imbued with powerful and innate magic potential.

Natural Connection At 1st level, you learn the druidcraft cantrip. It counts as a sorcerer cantrip for you, but doesn't count against your number of cantrips known. Additionally, you gain the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Druidic Magic Your link to nature 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, choose an affinity for the source of your magic, connected to the type of nature that provides your power: arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark. You learn an additional spell based on that affinity, as shown below. 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. Affinity Spell Arctic ice knife Coast create or destroy water Desert absorb elements Forest entangle Grassland longstrider Mountain earth tremor Swamp detect poison and disease Underdark faerie fire

Chain to Earth At 6th level, immediately after you cast a spell of 1st level or higher, you can use a bonus action to cause primeval forces to ensnare a foe (such as by vines or swirling winds). A Large or smaller creature within 30 feet of you that you can see must succeed on a Strength saving throw or be restrained until the end of your next turn. The target can use its action to make a Strength check against your spell save DC, ending the effect early on a success. You can use this feature a number of times equal to your Charisma modifier (minimum of once). When you finish a long rest, you regain all expended uses.

Bestial Escape At 14th level, when you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to transform into a CR0 beast of your choice. Additionally, you can immediately move up to your speed without triggering opportunity attacks. The transformation lasts for one hour, until you end it as a bonus action, or until you drop to 0 hit points or die. While transformed, your game statistics, including mental ability scores, are replaced by he statistics of the chosen beast. You retain your alignment and personality. You assume the hit points of your new form. When you revert to your normal form, you retain the hit points that you had in your beast form if they are greater than you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage does not carry over to your normal form. You are limited in the actions you can perform by the nature of your new form, and you cannot speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You can't activate, use, wield, or otherwise benefit from any of your equipment. Once you use this feature, you can't use it again until you finish a long rest.