Sorcerer
Base Class: Sorcerer

You are a creature born of an innate connection to natural energies. The same force that druids draw from to cast their magics. You might trace your lineage to that of Fey or Druidic origin.  

Druidic Magic

Your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose a circle for the source of your druidic power: Land or Moon. You learn an additional spell based on that circle, as shown below. It is a sorcerer spell for you, 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 druid spell list.

CIRCLE Spell
Land entangle
Moon speak with animals
   
Land

You learn the entangle 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 druid spell list.

Moon

You learn the speak with animals 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 druid spell list.

Wild Aspect

Starting at 1st level, as an action you can spend sorcery points to gain an aspect of a beast that you have seen before. The aspect can be of a beast you have seen before who's CR is 1/4 your Sorcerer level (Rounded Down) or less. You can not choose a creature with a flying speed. The amount of sorcery points you must spend is equal to the chosen creature's CR (Minimum 1). The chosen aspect can be one of these:

One of the Beast's Speeds

One of the Beast's Senses I.E: (Darkvision)

One of the Beast's Features

One of the Beast's Actions

You can only have 1 aspect active at a time and it lasts up to a number of hours equal to your sorcerer level. While the chosen aspect is active your body will change to suit the chosen aspect, for example if you chose the Claw attack of a bear then you hands will be that of bear claws, if you chose the Darkvision of a spider then your eyes will be that of a spider and ect.

Any time before the duration ends, as a bonus action you can choose to end an active aspect.

You may also talk with your DM about gaining an aspect not listed on a chosen beast's stat block. For example you may request the fur of a bear at which you might have a better tolerance to cold weather. This section is of course at DM's discretion.

Gaia's Power

Starting at 6th level, the natural energy coursing through you has grown to improve your constitution and empowers your connection to nature. You are now resistant to poison damage and now gain advantage to being poisoned if you don't already.

Additionally you learn the plant growth spell, which doesn’t count against your number of sorcerer spells known and you can cast it by spending 3 sorcery points or by expending a spell slot. If you cast it with sorcery points, the affected area created by this spell does not impede your movement speed.

Improved Wild Aspect

Starting at 6h level, you can now choose beasts with a flying speeds when choosing a beast for your "Wild Aspect" feature.

Additionally you can now have up to 2 aspects active at any given time and can now use your "Wild Aspect" feature as an action or bonus action.

Earthen Sense

Starting at 14th level, as an action you can spend 3 sorcery points to gain 60ft. of tremorsense for one hour. This effect will persist as long as you are on solid ground and/or holding onto a plant that is connected to solid ground. Otherwise the effect will end prematurely. 

Additionally while you are holding onto a plant that is connected to solid ground (For example: a Tree) you can perceive the tremorsense through the plant as if you were occupying the same space.

Greater Improved Wild Aspect

You can now have up to 3 aspects active at any given time. 

 

Gaia Soul

Your innate connection to nature has grown exponentially throughout your adventures. Starting at 18th level, as an action you can spend sorcery to conjure either a beast or a plant creature who's CR rating is equal to or less than the amount of sorcery points spent for this feature. The conjured creature's CR can not be more than half your sorcerer level (Rounded Down). The Conjured creature appears in an unoccupied space within 30ft. of you that you can see. The Conjured creature shares your initiative but acts immediately after you. The Conjured creature can understand you and is friendly towards you and your allies. The conjured creature listens and follows your commands to the best of its ability. You can give it a command as a bonus action at which it follows during its turn other wise it will act on its own (at the DM's discretion). 

The conjured creature will persist for one hour or until either you or the creature's HP drops to 0, at which it will dissipate into green mist that vanishes leaving no evidence. You can choose to dismiss the conjured creature early as a bonus action.

You can not have more than one conjured creature from this feature at any given time.  

 

Comments

Posts Quoted:
Reply
Clear All Quotes