Sorcerer
Base Class: Sorcerer

Once, most likely at a young age, you stumbled upon an ancient creature. It was much larger than a creature of its kind should be, and much more wise. It spoke to you in your mind, sharing the secrets of magic and sorcery. The beast is kind and almost like a parent to you. The ancients, whatever they are, reach out to those who are lonely or in need, particularly people who are orphans or lost in the wild. The ancients come in many forms, but are always beasts with green eyes.

Your spellcasting ability is Wisdom rather than Charisma.

Ancient Friend

At 1st level, you choose one beast as your ancient. This will affect the abilities gained through your sorcerous origin.

Ancient Kinship
Beast Special feature

Wolf

Pact tactics. You have advantage on attack rolls when an ally is within 5ft of you.

Hare

You have +5 movement speed and don't need a running start to perform a long or high jump.

Bear

+2 AC and +1 strength.

Elk

Advantage on wisdom checks/saving throws and expertise in Perception.

Eagle

If lower than 17, your passive perception becomes 17. Your jump distance is doubled.

Monkey

You gain a climbing speed equal to your walking speed

Fox

You gain proficiency in Persuasion and Deception and become proficient with Disguiser's Kits.

Panther

You have expertise in Stealth and can take the Hide action as a bonus action.

Snake

You have +2 to initiative on top of your original modifier and have advantage on the first roll you make in combat.

Turtle

+1 AC. Once per long rest, when you would be lowered to 0HP, you can choose to be lowered to 1HP instead.

You have a specific old beast as your ancient. You have proficiency in survival checks involving the native lands of the beast and expertise in survival checks involving that species of beast. 

Bear

+2 AC and +1 strength.

Eagle

If lower than 17, your passive perception becomes 17. Your jump distance is doubled.

Elk

Advantage on wisdom checks/saving throws and expertise in Perception.

Fox

You gain proficiency in Persuasion and Deception and become proficient with Disguise Kits.

Hare

You have +5 movement speed and don't need a running start to perform a long or high jump.

Monkey

You gain a climbing speed equal to your walking speed

Panther

You have expertise in Stealth and can take the Hide action as a bonus action.

Snake

You have +2 to initiative on top of your original modifier and have advantage on the first roll you make in combat.

Turtle

+1 AC. Once per long rest, when you would be lowered to 0HP, you can choose to be lowered to 1HP instead.

Wolf

Pack Tactics. You have advantage on attack rolls when an ally is within 5ft of you.

Ancient Magic

As magic flows through your body, it fills you with power of ancients. Your spellcasting modifier and save DC increases by your wisdom modifier.

Additionally, parts of your skin are covered by mysterious runes. They glow green when you are in the native biome of your ancient and pulse when in the presence of your ancient.

Animal Friends

Starting at 6th level, you can spend 1 sorcery point to summon a best of the same species as your ancient. It sees you and your allies as friends, and will defend you, but might not always do what you instruct it to. When you issue a command to it, make an animal handling check. The DC for this check is 10.

Primal Power

At 14th level, you gain the ability to, once per long rest as a bonus action, manifest a defining feature of your Ancient (Hare's ears, wolf's snout, bear's paws, etc.) for a minute (or until you end it as an action on your turn). During this time, any numerical part of your Ancient's feature is doubled (e.g. Bear's AC bonus, Hare's movement speed bonus, Wolf's pack tactics' range, but NOT the Eagle's passive perception) and all of your sorcery points are regained. The first spell you cast during this time does not consume a spell slot.

You can’t manifest this feature while wearing armor unless the armor is made to accommodate it or doesn't block it, and clothing that covers the affected area might be damaged when you manifest it.

Ancient Ally

As an action, you can spend 5 sorcery points to create a manifestation of your Ancient. It is a beast of the species you chose as your ancient and is size Gargantuan (Unless it is the Hare, Snake, or Turtle, which are Huge instead). It uses the stats of a normal beast of that species, but has +3 to every stat, +3 on all attack rolls, and +3 damage to any attack it can do. They also all (excluding the snake) gain an attack: Stomp, +7 to hit, does 16 damage. The snake gains the ability Devour: two small creatures or one medium/large creature must make a DEX Save or be devoured by the snake until they escape by either breaking through the snake's scales, which have an AC of 14 and HP of 31, or climbing out in which case they must make strength saving throws every turn to avoid falling back to the beginning. The snake's throat is 60ft long. This manifestation of your ancient does what you tell it to and has an HP equal to double a normal beast of its type's HP.

Comments

Posts Quoted:
Reply
Clear All Quotes