Base Class: Sorcerer
You are a being of the wilderness with the heart of a beast, for the magic that fuels your spells originates from the Beastlands. You might have been begotten by a being from the plane, or you might have been born in its jungles. Either way, your soul is that of a wild animal.
Feral Magic
Your primal soul allows you to learn spells from the druid class. 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.
In addition, choose a primal soul species for the source of your feral magic: avian, canine, feline, piscine, reptile, ungulate, or ursine. You learn an additional spell based on that soul, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
| Primal Soul | Spell |
|---|---|
| Avian | thunderwave |
| Canine | beast bond |
| Feline | jump |
| Piscine | create or destroy water |
| Reptile | charm person |
| Ungulate | longstrider |
| Ursine | earth tremor |
Avian
You learn the thunderwave spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Canine
You learn the beast bond spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Feline
You learn the jump spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Piscine
You learn the create or destroy water spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Reptile
You learn the charm person spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Ungulate
You learn the longstrider spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Ursine
You learn the earth tremor spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
Ferocious Brutality
At 1st level, your primal soul gives you unmatched viciousness at just the right moment. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Soul Beast
At 6th level, you gain the ability to manifest your soul's will as a creature. As a bonus action, you can spend 3 sorcery points to magically summon a soul beast, which appears in an unoccupied space within 30 feet of you. The soul beast has the following statistics:
- The creature is a Medium beast and it is unaligned.
- The creature has an AC of 14 (natural armor).
- The creature has a number of maximum hit points equal to 35 + half your sorcerer level.
- The creature has a flying speed of 40 feet (hover).
- The creature has Strength, Dexterity, and Constitution scores of 14 (+2), an Intelligence score of 3 (-4), a Wisdom score of 10 (+0), and a Charisma score of 5 (-3).
- The creature has an attack bonus on its unarmed strikes equal to your spell attack bonus. These unarmed strikes have a reach of 5 ft.
- The creature deals 3d6 magical slashing, bludgeoning, or piercing damage (your choice) when it hits a creature with its unarmed strike.
The soul beast rolls initiative separately. You choose which creature the soul beast approaches and attack on each of its turns (no action required from you). The soul beast can only move up to its speed and make an unarmed strike with its Attack action on its turn. When your soul beast hits a creature with its unarmed strike, you have advantage on all attack rolls against the creature until the end of the soul beast's next turn. The soul beast disappears when it reaches 0 hit points, or after 5 minutes pass since it was summoned.
Untamed Spirit
Starting at 14th level, you gain the ability to draw from your spirit beast's toughness and power. When you cast a druid spell on your turn and expend a spell slot, you can choose to enter a heightened state of beastly strength granted to you by your primal soul. This state lasts for 1 minute. It ends early if you die or are incapacitated. Until this heightened state ends, you gain the following benefits:
- You have advantage on Strength saving throws.
- Your walking speed increases by 10 feet.
- You regain any expended uses of your Ferocious Brutality feature.
- You gain a bonus to the damage rolls of your melee weapon attacks equal to half your proficiency bonus.
Once you've used this feature once, you must complete a short rest before you are able to do so again.
Growth of the Wild
At 18th level, you gain the ability to recover from any injury as quickly as the beastlands' jungles grow. When you start your turn with less than half your hit points, you regain a number of hit points equal to 5 + your Constitution modifier. You don't gain this benefit if you have 0 hit points.
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