Sorcerer
Base Class: Sorcerer

The Plane of the Feywild has imbued you with powers over the natural world. Fey, beasts and the wilderness bend to your will, as your sorcerer powers originate from the heart of the thickest forests, deepest waters and most powerful beings from within.

You may have been born within the Feywild, naturally imbuing yourself with the powers there, or perhaps you tripped into a portal, where the local population aided you, gifting you powers over there homeworld.

Chosen by the Fey

From 1st level, whenever your Spellcasting ability you have allows you learn or replace a sorcerer cantrip or sorcerer spell of 1st level or higher, you may choose to take the new spell from the Druid spell list instead. That spell becomes a sorcerer spell for you, but you must obey all other restrictions for that spell.

Furthermore, you gain proficiency in your choice of one of the following skills: Animal Handling, Medicine, Nature or Survival.

Animal Handling

Gain proficiency in Animal Handling.

Medicine

Gain proficiency in Medicine.

Nature

Gain proficiency in Nature.

Survival

Gain proficiency in Survival.

Imbued Traveller

At 1st level, the aspect of nature that is closest to your soul gifts you a spell that epitomises your origin. Choose a terrain from the following choices: Forest, Coast, Swamp, Arctic or Mountain. Your option gives you access to one spell based on that choice, as well as other abilities at later levels. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

Druidic Origin Spell
Forest entangle
Coast create or destroy water
Swamp fog cloud
Arctic Ice Knife
Mountain Earth Tremor
Druidic Spell - Arctic

You learn the Ice Knife spell.

Druidic Spell - Coast

You learn the create or destroy water spell.

Druidic Spell - Forest

You learn the entangle spell.

Druidic Spell - Mountain

You learn the Earth Tremor spell.

Druidic Spell - Swamp

You learn the Fog Cloud spell.

Fey Familiar

At 6th level, as an action, you may spend 2 sorcery points to call forth a creature, the specifics of which are determined by your choices previous. You and the creature have a bond as if it was summoned by the find familiar spell, though it is a fey and not a beast. This means that the creature cannot attack and you can perceive through its senses as an action if it is within 100ft of you, as an action. Once you have summoned your familiar, you cannot do so again until you have finished a short or long rest.

Druidic Origin Familiar Form
Forest Hawk
Coast Octopus
Swamp Bat
Arctic Owl
Mountain Lizard
Familiar Form - Bat

Your fey familiar is a Bat

Familiar Form - Hawk

Your fey familiar is a Hawk

Familiar Form - Lizard

Your fey familiar is a Lizard.

Familiar Form - Octopus

Your fey familiar is an Octopus

Familiar Form - Owl

Your fey familiar is an Owl.

Empowered Druidic Prowess

At 6th level, when you cast a spell of 1st level or higher than appears on the Druid spell list, you may spend 2 sorcery points to give yourself a bonus to one damage roll made against one creature. The bonus equals your Charisma modifier + half your sorcerer level. You can do so a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest.

Bestial Form

At 14th level, you can now use your ability to morph into beings of your chosen terrain. Spending 5 sorcery points as a bonus action, you can shapeshift into a specific creature. While in this form, see the Wild Shape rules for how you act in your beast form. However, while in this form, you still have a minor grasp on your spellcasting; you may only cast cantrips or spells of 3rd level or lower while in this form.

Once you have used this ability, you cannot do so again until you finish a long rest.

Druidic Origin Familiar Form
Forest Brown Bear
Coast Giant Octopus
Swamp Giant Spider
Arctic Giant Vulture
Mountain Giant Hyena
Bestial Form - Brown Bear

Your specified Wildshape is a Brown Bear.

Bestial Form - Giant Hyena

Your specified Wildshape is a Giant Hyena.

Bestial Form - Giant Octopus

Your specified Wildshape is a Giant Octopus.

Bestial Form - Giant Spider

Your specified Wildshape is a Giant Spider.

Bestial Form - Giant Vulture

Your specified Wildshape is a Giant Vulture.

Wandering Master

At 18th level, you have power over beasts, fey and elementals similar to how a well versed Druid might. Whenever a beast, fey or elemental attacks you or targets you with a harmful effect or spell, it must first succeed on a Wisdom Saving Throw (DC equal your Spell Save DC). If it fails, it must choose another target for the attack, effect or spell, or have it be wasted with no target. If it succeeds, it is immune to this effect for 1 hour.

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