Sorcerer
Base Class: Sorcerer

Ever sense you were young, you heard your name being called in the wind.
Maybe you ran off to be with the wild, were brought up by a druid circle, survived alone deep in a forest, or lived a humble life on a homestead. No matter the upbringing, you were gifted with innate magic from a deep connection to nature that effects you physically. Your body is shaped by the very laws of nature and survival of the fittest, allowing you to control the whim of the elements or savagely maim prey.

Level 3: Wild Spells

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

Wild Spells
Sorcerer Level Spells
3 Barkskin, Entangle, Speak with Animals, Spike Growth
5 Conjure Animals, Speak with Plants
7 Conjure Woodland Beings, Giant Insect
9 Commune with Nature, Tree Stride

Level 3: Wild Path

You learn Druidcraft cantrip and Primal Savagery cantrips. These cantrips don't count against the number of sorcerer cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal HandlingNature, or Survival.

Starting at 3rd level, choose a Wild Path. You gain the following effects, depending on which Wild Path you chose.

Path of the Savage:  The beasts around you shape you to become a more efficient and resilient brawler.

  • You have proficiency in Light armor and shields.
  • You regain all expended uses of your Innate Sorcery feature when you complete a Short rest.

During your Innate Sorcery ability, you gain the following abilities.

  • You gain a bonus to your AC equal to Charisma modifier
  • You can add your Charisma modifier to Constitution saving throws to maintain Concentration.
  • You and all creatures of your choice within a 10ft emanation of you gain Temporary Hit Points equal to 1d6 plus your Wisdom modifier plus your Charisma modifier at the start of your turn.

Path of the Elements:  You have access to weave nature itself around you and your allies.

  • 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.

During your Innate Sorcery ability, you gain the following ability.

  • As a Bonus Action on your turn, choose any creatures in a 10 foot circle centered on a point you can see within 60 feet of you to gain Temporary Hit Points equal to 1d4 plus your Charisma Modifier

Level 6: Wild Path Improvement

Gain another effect based on your chosen Wild Path,.

Path of the Savage: Foes are now prey to you, and you can now lash out more effectively.

  • Whenever you cast a cantrip that deals damage and has a range of 5ft, self, or touch, or make an attack with a weapon affected by the Shillelagh cantrip, you can cast that cantrip, or make another attack with a weapon affected by the Shillelagh cantrip, again in the same action.
  • You can add your Charisma to damage rolls of damaging cantrips you cast with a range of 5ft, self, or touch.

Path of the Elements: You can shape the elements around you to protect you from harm.

  • You have resistance to one of the following damage types; acid, cold, fire, lightning, necrotic, or thunder damage. You can change this choice when you finish a Short or Long rest. 

One with Nature

You can take the Magic action to transform yourself into a CR 1/4 or lower Beast. You can stay in this from for 10 minutes, or until you use this ability again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus action.

Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block. You choose whether your equipment falls in your space, merges into your new form, or is worn by it.

You gain temporary Hit Points equal to 1d4 plus your Charisma modifier plus your Proficiency bonus. You retain your personality and mental stats. You can still cast and concentrate on spells.

You can use this ability a number of times equal to your Wisdom Modifier plus your Proficiency bonus. You regain all uses when you finish a Long rest.

Level 18: Lord of the Wild Path

You gain additional features based on your chosen Wild Path.

Path of the Savage: You are now a true beast, allowing you to shrug off anything that stands in your way.

  • Your Innate Sorcery feature lasts for 1 hour
  • When you fail a saving throw, you can use your reaction to succeed instead. If you would take half damage from a spell this way you instead take no damage. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long rest.

Path of the Elements: Your control over nature comes to a peak, allowing you to bend it to your will.

  • You can concentrate on two spells at once, as long as one of them is on the druid spell list.

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