A descendant of a spellcaster of immense power from a time long forgotten, an immeasurable stream of magical energy surges through your being. A power such as this is not bestowed upon just anyone, however. A power of this magnitude is meant for something more, something.... Greater. This boundless magical prowess may just be the key to saving this realm from damnation.
Power over Nature
As an oracle of nature, you are one with the forces of nature. You gain advantage on all animal handling & nature skill checks. You have the ability to make plants grow at your whim, and you can use them to attack nearby foes. As a bonus action, you can use a plant within 60 feet of you to inflict 1D6 force damage. This damage increases to 2D6 at 6th level, and 3D6 at 11th level.
Familiarity with Familiars
Beginning at 1st level, you gain access to the find familiar spell. This does not count against the number of spells you know. In addition, you can bypass the material requirements needed for this spell. You can only cast this spell once per long rest.
Absorb Nature
At 2nd level, you can absorb the energy from the plants and animals around you. Expend a spell slot, and regain 1D8 hit die x the level of spell slot you expend. You can only use this feature once per long rest. This increases to twice per long rest at 8th level, and 3 times per long rest at 14th level.
Nature Shield
At 3rd level, you gain the ability to use the darker side of nature to your advantage. Any creature that is hostile towards you must make a wisdom saving throw against your spell save DC. if it begins its turn within 5ft of you. If it fails, it is poisoned.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Animal Friendship
Beginning at 5th level, Whenever you make an animal handling check, you can treat any roll of the die of 9 or below as a 10.
Warrior Beast
Beginning at 7th level, you are so in tune with nature, and the animals throughout, you can cast an a spell through a familiar that you have conjured via the "find familiar" spell, as a bonus action. The spell you cast can be of a spell slot equal to half of your level, rounded down.
Thorny Prison
At 9th level, you gain the ability to create thorny vines that erupt from the ground, ensnaring a foe. Any captured creature must make a DEX saving throw against your spell save DC. If they fail, they are restrained until their next turn. At the beginning of their turn, they can repeat this saving throw if they wish. If they succeed, they are free, and are not restrained.
Natural Remedy
At 15th level, Nature aids in assuring your vitality. You gain the ability to cast the spell "greater restoration" as a bonus action, without expending a spell slot.
You start with the following equipment, in addition to the equipment granted by your background: • A family Heirloom that serves as your arcane focus. • (a) Leather armor and any martial weapon (b) Studded leather armor • (a) A light crossbow and 20 bolts or (b) any simple weapon • (a) An explorer's pack, or (b) a dungeoneer's pack
Cantrips You know two cantrips of your choice from the Nature Oracle spell list. You learn additional Nature Oracle cantrips of your choice at higher levels, as shown in the cantrips known column of the Nature Oracle table. Spell Slots The Nature Oracle Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and 2nd level spell slot available, you can cast cure wounds using either slot. Spells known of a 1st level or higher You know four 1st-level spells of your choice from the Nature Oracle spell list. The Spells Known column of the Nature Oracle table shows when you learn more Earth Oracle spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Nature Oracle spells you know and replace it with another spell from the Nature Oracle spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spell casting ability for your Nature Oracle Spells. Your magic comes from an ancestor long ago, one with unimaginable power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Nature Oracle spell you cast and when making an attack roll with one.