Sorcerer
Base Class: Sorcerer

Cursed by the witches of the month, your bloodline has gifted you with ability shift into several different exotic creatures. A Wererat, Wereboar, Werewolf, Werebat, Werebear, or Weretiger.

You can use your action to magically shift into a random moon-touched form based on the moon-touched table below. You roll a d4 and use the Moon-Touched Table, if you rolled a 4 you may choose the form. At 14 level, you roll a d8 instead and may choose your form on a roll of 7 or 8. Alternatively, you may spend one minute focusing on which form you would like to take and not have to roll randomly. You can use this feature a maximum number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

Wild Lycanthropy

Starting at 1st level, you can use your action to magically shift into a random moon-touched form based on the Lycanthropy table below. You roll a d4 and use the Lycanthropy Table, if you rolled a 4 you may choose the form. At 14 level, you roll a d8 instead and may choose your form on a roll of 7 or 8. Alternatively, you may spend one minute focusing on which form you would like to take and not have to roll randomly. You can use this feature a maximum number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.

 

Lycanthropy Table

Level

Die Roll (d4)

Die Roll (d8)

Lycanthropy Form

Base Ability Score

Base Damage Die

Bonus

1

Rolling 1 or 4

Rolling 1, 7 or 8

Wererat

DEX

d6

Savage Attack

1

Rolling 2 or 4

Rolling 2, 7 or 8

Wereboar

STR

d10

Charge

1

Rolling 3 or 4

Rolling 3, 7 or 8

Werewolf

STR or DEX

d8

Pack Alpha

14

-

Rolling 4, 7 or 8

Werebat

DEX and CON

2d4

Blindfighting, Flying

14

-

Rolling 5, 7 or 8

Werebear

STR and CON

2d8

Charge, Thick Hide

14

-

Rolling 6, 7 or 8

Weretiger

STR and DEX

2d6

Pounce, Stalk

  • Savage Attack – Once per turn, if you have advantage on your attacks and hit a target, you may choose to add 2d6 additional damage to the attack. This does not stack with Sneak Attack.
  • Charge – When you move at least 15ft straight forward to a target, you may perform a charge attack that if hits, causes 2d6 additional damage to the attack. The creature must also make a DC 13 Strength saving throw or be knocked prone.
  • Pack Alpha – If an ally is within 5ft of a creature you are attacking with a melee attack, you and any one ally within 5ft of the target creature have advantage against the target creature as well as dealing an additional 1d4 of damage on each successful melee attack.
  • Blindfighting – You have 10ft of Blindsight. Within these 10ft, you can see anything that isn’t behind total cover, even when blinded or in darkness. You can also see invisible creatures within that range, if they do not successfully hide from you.
  • Flying – You gain bat like wings and can fly at a speed of 30ft.
  • Thick Hide – Gives +2 to AC even if wearing armor due to the ability to endure heavy impacts.
  • Pounce – When you move at least 15ft straight forward to a target, you may perform a pounce maneuver with your Claw Attack that if hits, causes the target to make a DC 14 Strength saving throw or be knocked prone and grappled. Upon grappling you can perform a Rend attack as a bonus action for 2d4 slashing damage. At the start of the targets turn, it may perform a contested STR roll against your STR to break the grapple. Upon failing, it remains grappled. At the start of your turn while grappling, you may perform a full round action to attempt 3 Rend attacks against the target. Each successful Rend attack causes the target to be wounded, at the start of its turn it takes 1d4 damage. Each additional wound attack causes another 1d4 damage each turn until healed by magical effects or stopped from a Medicine check of DC 15.
  • Stalk – You have a +10 to Stealth or Hide checks when in dim light, shadows, or tall grass. You may perform a Pounce directly from Stealth or Hiding with advantage on the Claw Attack by leaping forward up to 10ft. The target has disadvantage on their STR saving throw to be knocked prone and grappled.

You can stay in this form for a number of hours equal to half your sorcerer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

When you transform, you may gain one of the following benefits:

  • Bite Attack.During your transformation your mouth is shifted into a powerful bestial muzzle or great mandibles (your choice) that counts as a proficient weapon. It deals your forms base damage die plus 1d6 as piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. On a critical hit, you gain double the amount of hit points and regain them regardless of how many hit points you are missing.
    • You cast spells with verbal components at a penalty by having to roll a concentration check at a disadvantage versus a DC of 10 + Spell Level being cast. Spells requiring concentration cast this way will require you to roll another concentration check on each turn while transformed. Using the Subtle Spell metamagic option negates this penalty.
  • Claw Attacks. During your transformation the fingers on your hands are shifted into elongated powerful claw weapons that you are proficient with. They deal your forms base damage die plus 1d4 as slashing damage on a hit. On a successful hit you may use your bonus action to make another attack. On a critical hit, you wound the target. They take 1d4 damage at the start of each turn until healed by a magical effect or if the creature or another creature within 5ft succeeds a Medicine check of a DC 14. Each time a creature is wounded in this way they take an additional 1d4 damage for each wound above the first, until the effect is cancelled.
    • You cast spells with somatic components at a penalty by having to roll a concentration check at a disadvantage versus a DC of 10 + Spell Level being cast. Spells requiring concentration will require you to roll another concentration check on each turn while transformed. Using the Subtle Spell metamagic option negates this penalty.

NOTE: When in your Werewolf or Weretiger forms you may use your STR or DEX modifier when making attack rolls and damage rolls. However, the same modifier must be used on both the attack roll and the damage roll. While you are a Wererat or Werebat you will use their DEX modifier when making attack and damage rolls. As a Wereboar or Werebear you will use your STR modifier on attack and damage rolls.

 While you are transformed, the following rules apply:

  • Your game statistics are altered by allowing the forms base ability score, noted in the Moon-Touched Table, to become equal to your CHA modifier, and you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. If your STR, DEX, or CON is not a base ability score, if also remains as your own. You also retain all your skill and saving throw proficiencies, in addition to gaining abilities listed for that form in the Lycanthropy Table. If your natural ability score used for that form is higher than your CHA modifier, you may use the higher ability score.
    • Example: Naturally you have an 18 DEX and a 16 CHA, while in your Wererat form you can choose to keep the 18 DEX score instead of using your CHA score. If the scores were reversed to be 16 DEX and 18 CHA, when you shift to Wererat you can choose to have your DEX become 18 as well. At higher level, some forms can apply your CHA score to two other ability scores in this same manner, based on the Lycanthropy Table.
  • When you transform, you gain Temporary hit points. The amount of temporary hit points gained is determined by rolling a number of hit die equal to twice your sorcerer level to a maximum of 10 hit die. When you revert to your normal form, your temporary hit points regenerate missing hit points equal to your remaining temporary hit points prior to dissipating.
    • However, if you revert as a result of dropping to 0 hit points, you return to 1 hit point and are knocked unconscious until the start of your next turn. This is altered when under the effect of Blind Rage or Blood Rage.
  • Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Primal Rage

Also starting at 1 level, the curse upon your bloodline leaves you prone to fits of rage. Anytime you take damage from a spell or an attack, you roll a hit die (d6) to see how many Rage points you acquire. You can have sustained a maximum number of Rage points equal to 3 times your Sorcerer level before forcing a random transformation and entering a Blind Rage, Blood Rage if level 6 or higher, or Controlled Frenzy at 14 level or higher. The rage lasts a number of rounds equal to the amount Rage points that surpassed your Rage point maximum. If you are level 2 and are at 5 of your 6 maximum Rage points, and you acquire 5 more Rage points totaling 10 when your max is 6, then the rage lasts 4 rounds. Your Rage points balance resets to 0 upon exiting a Blind Rage or Blood Rage. Once per round you may spend 1 sorcery point to sooth your rage, reducing your balance of Rage points by 1d6.A transformation forced upon you by a primal rage status does not count as a usage of your Wild Lycanthropy ability.

Level Max Rage Points
1 3
2 6
3 9
4 12
5 15
6 18
7 21
8 24
9 27
10 30
11 33
12 36
13 39
14 42
15 45
16 48
17 51
18 54
19 57
20 60

Primal Surge

Starting at 6 level, while in a transformation but not under a Primal Rage effect, and once per combat you may choose to spend 2 sorcery points as a bonus action to recover 2d8 + CHA modifier in Hit Points. You may choose to spend more than 2 sorcery points to add 1d8 per additional sorcery point used in this manner.

Wild Lycanthropy II

At level 14, you only need to spend a total of 30 seconds focusing to shift into a form of your choice, you also gain additional form options when using your Wild Lycanthropy ability. When shifting into a form, you are now able to gain the Bite Attack and Claw Attacks benefits but still may choose a single benefit if you wish. You are also able to communicate with similar wildlife of the form your in. Wererats can speak to mice and rats. Werebats can speak with bats. Wereboars can speak with boars and pigs. Werewolfs can speak with wolves and wild dogs. Werebears can speak with bears. Weretigers can speak with medium sized wild cat species.

Savage Spellmaster

At level 18, you master your arcane abilities and can channel them through your transformations giving you the ability to smite the enemy with necrotic energy. When you successfully strike a target with Claw Attack, you may choose to expend a 1st Spell Slot to deal 1d8 additional damage as Necrotic, this increases by 1d8 per Spell Slot used above 1st. The target must make a DC 13 CON saving throw or be cursed by the lycanthropy type of your current form.

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