Base Class: Sorcerer
Nahuālli are sorcerers whose souls were born split in two. Their other half is an animal spirit from the Spirit World, a twin that walks beside them, guards them, and lends them the magic of both feather and fang. The first appeared in 1388 DR, during Maztica's exile on Abeir, and fought Itzapaplotl's star-demons beside the eagle and jaguar knights.
Feather and Fang
Your twinned soul reaches beyond a sorcerer's magic. Whenever you choose a new sorcerer spell or replace one, you can choose it from the Cleric spell list as well as the Sorcerer spell list; it becomes a sorcerer spell for you. Choose which half of your soul runs strongest, and you learn its spell, which doesn't count against your sorcerer spells: Pluma (feather), Cure Wounds; Hishna (fang), Inflict Wounds; Balanced, Protection from Evil and Good.
| Affinity | Spell |
|---|---|
| Pluma | cure wounds |
| Hishna | inflict wounds |
| Balanced | protection from evil and good |
Balanced
You learn the protection from evil and good spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Hishna
You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Pluma
You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
The Twin Intervenes
Starting at 3rd level, your spirit half watches over you. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Breath of the Twin
Starting at 6th level, your twin breathes life into your healing. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
Wings of the Twin
Starting at 14th level, you can use a bonus action to manifest your twin as a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for pluma, leathery bat wings for evil, and shimmering wings of an obsidian butterfly for neutrality.
Shared Soul
At 18th level, your twin can pour its life into you. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.