Base Class: Sorcerer
Your blood is tainted by a vicious curse. Maybe one of your ancestors was a were creature or vampire, or perhaps you were at one point but were cured.
Beast Ancestor
At 1st level, your beast ancestor grants you resistance to one of a few damage types. You choose from either bludgeoning, piercing, slashing, or necrotic damage.
When you reach 3rd level in this class, you learn the alter self spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can maintain the spell for its full duration without using your concentration.
Bludgeoning
Your beast ancestor grants you resistance to one of a few damage types. You choose from either bludgeoning, piercing, slashing, or necrotic damage.
Necrotic
Your beast ancestor grants you resistance to one of a few damage types. You choose from either bludgeoning, piercing, slashing, or necrotic damage.
Piercing
Your beast ancestor grants you resistance to one of a few damage types. You choose from either bludgeoning, piercing, slashing, or necrotic damage.
Slashing
Your beast ancestor grants you resistance to one of a few damage types. You choose from either bludgeoning, piercing, slashing, or necrotic damage.
Beast Hide
As bestial blood flows through your body, it causes physical traits of your ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren’t wearing armor, your AC equals 13 + your Constitution modifier.
Berserk Casting
Starting at 6th level, when you deal damage with a spell to a creature within 5 feet of you, you deal an additional die of damage with that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Beast Enhancement
At 14th level, you gain the ability to take on bestial features, gaining a flying, climbing, burrowing, or swimming speed equal to your current speed. You can create these features as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
Hunter's Presence
Beginning at 18th level, you can channel the terrifying presence of your bestial ancestor, causing those around you to become frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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