Sorcerer
Base Class: Sorcerer

You draw your sorcerous magic from the untamed wilds of the Beastlands, or as the first who've witnessed the outer plane called it, the Happy Hunting Grounds. Whether through a distant ancestor bound to the plane, a blessing from a great beast spirit, or a soul that resonates with the call of the wild, your sorcery channels the primal essence of the untamed lands. Your magic crackles with the energy of the wilderness—your spells take on the shapes of great predators, your body shifts with bestial traits, and your instincts sharpen like those of a seasoned hunter. The boundaries between humanoid and beast blur as your soul yearns for the thrill of the chase, the song of the wild, and the balance of the natural world. You are not just a spellcaster, you are a Happy Hunter.

Level 3: Bestial Spells

When you reach a Sorcerer level specified in the Bestial Spells table, you thereafter always have the listed spells prepared.

Bestial Spells
Sorcerer Level Spells
3 Alter Self, Speak With Animals, Entangle, Hunter's Mark
5 Plant Growth, Conjure Animals
7 Polymorph, Dominate Beast
9 Commune with Nature, Tree Stride

Level 3: Animalistic Traits

Due to your bestial nature, you exhibit some animalistic traits. These can range from sharp, predatory eyes that gleam in the dark, feline claws that extend from your fingers, faint patterns of fur or scales on your skin, large horns of keratin that sprout from your head, or a voice that carries the distant echoes of a growl or birdsong. You also have the inherent ability to extenuate or change those traits to best suit the situation.

You learn the Alter Self Spell, and can cast it without expending a spell slot and number of times equal to your Proficiency Bonus, and may do so as a Bonus Action. When you cast Alter Self in this way, it does not require Concentration, and you may only use the Aquatic Adaptation and Natural Weapons options. Additionally, while you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

 

Level 6: Stalker's Prey

Your predatory magic allows you to hone in on a single target, allowing you to isolate and take them down with ruthless efficiency. As a Bonus Action, you can designate one creature you can see within 60 feet. For 1 minute, you gain the following benefits against your designated target:

  • You gain Advantage on Spell Attack Roles against the creature 
  • When you deal damage to them with a spell, you can add your Charisma Modifier as bonus damage (minimum of 1).

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 2 Sorcery Points (no action required) to restore your use of it.

 

Level 14: Hunter’s Three Aspects

You draw power from one of the three layers that make up the Beastlands. These include the Upper Layer Krigala, the Middle Layer Brux, and the Lower Layer Karasuthra. You choose which feature you wish to benefit from, and may change which feature to benefit from at the end of a Short or Long Rest.

  • Krigala: Your movement speed increases by 10 feet, and you can take the Dash action as a Bonus Action.
  • Brux: You can use the Metamagic option Quickened Spell for the cost of only 1 Sorcery Point instead of 2.
  • Karasuthra: A creature designated by your Stalker's Prey feature has Disadvantage on Saving Throws against your spells.

Level 18: Apex Hunter

Your bestial magic has reached a point where it violently erupts from you when you need it most, and you become the embodiment of the jubilant hunter. As a bonus action, you can spend 3 Sorcery Points to enter your Apex Hunter forms. When you do, you may choose 2 of the following benefits: 

  • You gain a Flying Speed equal to your Movement Speed, as wings of your choice sprout from your back
  • You gain resistance to bludgeoning, piercing, and slashing damage, as your skin hardens to resemble a tough hide or carapace. 
  • As long as you are not in bright light, you can turn invisible as a bonus action, remaining invisible until you attack, cast a spell, or move into bright light. Your skin changes color like that of a camouflaging beast. 
  • You gain Blindsight with a range of 30 feet, as your hearing and smell heighten to an extreme degree.
  • You gain a Burrowing Speed equal to your Movement Speed, as you gain animalistic traits perfect for digging. 
  • You gain the ability to take 2 Reactions per round instead of 1, as you reflexes magnify to that of the most hyperactive beast. 
  • You gain expertise in the Nature and Survival skills, as the wisdom of the animal kingdom surges through you.
  • As an action, you unleash a thunderous roar. Each creature of your choice within 30 feet must make a Wisdom saving throw against your Spell Save DC or become frightened until your next turn.

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