Base Class: Sorcerer
Wilders are Sorcerers who were raised in remote communities which denounce wizards and use of magic. As their magical abilities began to manifest, their ingrained disgust for anything magical and determination that what is happening to them is not magical causes their innate powers to be mostly suppressed, but some residual powers still surface in much more benign ways. This includes the ability to influence others more easily, determine the weather, create campfires easily, create more effective medicines, more easily mend broken objects, or be generally exceptional at any of a number of other normally mundane talents. The untapped magical energies also coalesce into stronger raw magical power.
Some Wilders discover that they can create cantrips but secret this ability away and refuse themselves any use. As their innate powers grow, it can become more difficult for Wilders to lie to themselves about what is happening and it is not uncommon for them to isolate themselves away from their home communities as hermits or stay on remote farms away from others. The years of denial and disgust at their own abilities cause Wilders to subconsciously develop mental barriers that prevent them from casting spells at will. Usually, these barriers are broken down by certain conditions, such as if the Wilder becomes injured, fearful, or angry, but these conditions vary from one Wilder to the next.
I am a new player and have not had a chance to play this subclass, so I welcome any and all feedback. Thank you.
Trait: Wilder's Proficiency (Level 1)
Wilders have a natural proficiency with certain abilities due to their suppressed magical capability manifesting itself in more benign ways. Choose 2 additional skill or tool proficiencies.
Trait: Mental Block (Level 1)
A Wilder can only cast cantrips and spells up to 2 levels below the character’s maximum available spell level. Example: a 5th level Wilder can only cast cantrips and level 1 spells. This means that Wilders can only cast up to 7th-level spells naturally.
Ability: Wilder Focus (Level 1, 6, 11, 16)
Allows the Wilder to bypass their mental block and gain the ability to cast spells up to the character’s maximum available spell level for 1 minute. Wilders also gain 2 temporary sorcery points when entering their focused state that are consumed first when spending sorcery points and any remaining unused temporary points are lost when the state ends. Conditions for bypassing mental block will vary per character and may require reagents. The Wilder Focus will end prematurely if the Sorcerer is rendered unconscious.
Example: a character may need to be angry in order to bypass their mental block which may require certain role-playing conditions to achieve and may be negated by enemy spells or status effects.
A Wilder can bypass their block once at level 1 and gains one additional use every 5 levels thereafter (at levels 6, 11, and 16 up to a maximum of 4 uses). All of these uses are recovered on a long rest and half (rounded down) are recovered on a short rest. Wilders also gain an additional +1 temporary sorcery point when entering their focused state with each new level of focus, up to the maximum of 5 temporary sorcery points at level 16.
Trait: Wilder's Raw Power 1 (Level 1)
Wilders have great untapped raw potential, giving them +1 spell slots per spell level and +2 sorcery points.
Trait: Wilder's Raw Power 2 (Level 6)
Wilders have great untapped raw potential, giving them an additional +2 sorcery points.
Trait: Wilder's Expertise (Level 14)
Wilders have a natural expertise with certain abilities due to their suppressed magical capability manifesting itself in more benign ways. Choose 2 skills in which you are proficient in which you will gain expertise.
Trait: Wilder's Raw Power 3 (Level 18)
Wilders have great untapped raw potential, giving them an additional +1 spell slots per spell level.