Darkvision. Nature has granted you the ability to operate even when light is scarce. You can see in dim light within 60 ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Sun-kissed Nature. While in sunlight, you have advantage on Constitution and Death saving throws. You also don't suffer the effects of exhaustion while in sunlight. The effects of exhaustion still accumulate and affect you when not in sunlight (indoors, underground, at night).
Rot Vulnerability. Given your deep connection with nature and plant life, you share their vulnerability to the corrupting nature of dark magic. You are vulnerable to necrotic damage.
Flight Of Nature. Starting at 3rd level, you can use your action to allow the spirits of nature and growth imbue you with the power of flight, as two wings spring from your back. Their appearance is plantlike in nature, but the specifics of their material is unique to you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once during each of your turns you can touch a creature and heal it with the power for nature's growth. The hit points healed equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Languages. Common, Sylvan