### Natureborn
Your innate magic comes from the force of nature that was mingled with your birth or that of your ancestors. Sorcerers of this origin generally come from a ritual during the birth of themselves or their ancestors, or originate from a mysterious phenomenon that created such an individual. This phenomenon may be the action of a nature deity, but that possibility does not guarantee the creation of all sorcerers born this way. Natureborn sorcerers are rare, and may be mistaken for an entire race of their own.

***Design philosophy.*** The design of this sorcerous origin is to provide a metamagic-based druid, while also flavouring a nature-based sorcerer with innate druidic magic and literally being a part of the natural world.

#### Swapped Spell List
Your spell list is different than normal sorcerer spell lists. Whenever you learn a sorcerer spell, instead of learning an arcane spell, you learn a spell from the druid spell list. This includes cantrips and spells gained at 1st level.

***Spellcasting focus.*** You use a druidic focus as a spellcasting focus for your sorcerer spells instead of an arcane focus. You may also start with a druidic focus instead of an arcane focus with your starting equipment.

#### Circle Spells
When you choose this origin at 1st level, your magic channel comes with a center on the type of environment which you were born from. Pick a druidic circle from the Circle of the Land druidic circle. You learn one spell from that circle spell list at 1st, 3rd, 5th, 7th, and 9th level.

#### Photosynthetic Body
Starting at 1st level, your connection to nature has forged the way you appear. You could have green leaf patterns on your skin, a wooden exoskeleton, small flower pedals on your ears, etc. Pick one natureborn trait.

***Grass.*** Your hit point maximum increases by 1, and your hit point maximum increases by 1 for each sorcerer level above 1st.

***Flower.*** You can speak Druidic (see the druid in the **Player's Handbook**), and you gain resistance to poison and disease. You also learn one additional spell of your choice.

***Leaf.*** You gain proficiency in Acrobatics and Dexterity saving throws if you are not already. If you are already proficient in Acrobatics, your proficiency bonus is doubled when you make ability checks with that skill. If you gain proficiency in a skill in the future and you do not have the double proficiency bonus, you may choose Acrobatics and gain double proficiency at that time.

***Lily.*** You can breathe air and water, and you gain a swimming speed equal to your walking speed. You additionally gain resistance to acid damage.

***Tree.*** When you are not wearing armour, your AC equals 12 + your Dexterity modifier.

Additionally, your hit point maximum increases by 1, and your hit point maximum increases by 1 for each sorcerer level above 1st. This benefit stacks with the Grass trait.

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#### Tuned Beastspeech
Additionally at 1st level, your connection with the natural world has allowed you to connect with the thoughts and minds of other creatures. You can telepathically communicate with beasts you can see within 30 feet of you that is friendly to you or charmed by you. The beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. You cannot communicate this way to creatures if the its Intelligence is 4 or higher.

#### Life's Resilience
At 6th level, whenever you or a creature you can see within 30 feet of you takes acid or poison damage, you can use your reaction and spend 1 sorcery point to gain resistance to acid and poison damage for 1 minute. If a creature is already resistant to the damage, it instead gains immunity to acid and poison damage for the duration.

Additionally, you have advantage on Constitution saving throws against poison and disease.

#### Nature's Sanctuary
When you reach 14th level, creatures of the natural world snse your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

#### Timeless Body
Starting at 18th level, the natural magic of the world that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.