Sorcerer
Base Class: Sorcerer

Wild touched sorcerers are quite rare the source of their magic comes from nature. The power that fuels their spells is identical to the energy that druids draw from to cast their spells. Wild touched sorcerers have the ability to adapt and thrive in any environment and so they have no need to live in villages or cities. They are also able to control the environment around them and use it against their opponents. Many Wild touched sorcerers collect trinkets from different terrains they've visited to help focus their magic.

Know the Terrain

Starting at 1st level, you gain proficiency in nature and survival checks. You can also spend 1 min communing with nature and gain advantage on your nature check provided the check is to recall information that relates to the environment you're currently in.

Born for the Wild

Similar to druids your magic comes from the essence of nature. This allows you to learn spells from both the Druid spell list and the sorcerer spell list. You must otherwise obey all restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Attune to Nature

Starting at 6th, level you can attune to nature and draw power from different environments. You can spend sorcery points to cast additional spells based on the terrain you're in. The amount of sorcery points you need to spend to cast a spell of a certain level is the same as the cost to create a spell slot using the Flexible Casting feature. e.g. casting a 2nd level spell will cost you 3 sorcery points.

Wild Spell Table

Arctic

Sorcerer Level
Wild Spells

6th

hold person, sleet storm, slow

7th

ice storm

9th

cone of cold

 

Coast

SORCERER LEVEL
WILD SPELLS

6th

misty step, water breathing, water walk

7th

control water

9th

conjure elemental

 

Desert

SORCERER LEVEL
WILD SPELLS

6th

blur, create food and water, scorching ray

7th

hallucinatory terrain

9th

insect plague

Forest

SORCERER LEVEL
WILD SPELLS

6th

barkskin, call lightning, plant growth

7th

locate creature

9th

insect plague

Grassland

SORCERER LEVEL
WILD SPELLS

6th

invisibility, pass without trace, daylight

7th

freedom of movement

9th

wall of stone

Mountain

SORCERER LEVEL
WILD SPELLS

6th

spider climb, spike growth, meld into stone

7th

stoneskin

9th

wall of stone

Swamp

SORCERER LEVEL
WILD SPELLS

6th

melfs acid arrow, water walk, stinking cloud

7th

grasping vine

9th

Cloudkill

Underdark

SORCERER LEVEL
WILD SPELLS

6th

spider climb, darkvision, gaseous form

7th

greater invisibility

9th

contagion

Empowered by Nature

When you reach 14th level, you gain greater control over your wild spells. When you cast a wild spell you can strengthen that spell using any of the meta magic options. You can use this feature once per short or long rest.

Expert Adaption

Starting at 18th level, as an action you can spend 5 sorcery points and become immune to a certain damage type for 1 min. The damage type is based on terrain but you only need an item from that terrain in order to use this feature. You cannot have multiple immunity's at one time and you can use a bonus action to dismiss this feature.

Terain

Dammage type

Arctic

Cold

Coast

Thunder

Desert

Fire

Forest

Lightning

Grassland

Radiant 

Mountain

Piercing

Swamp

Poison

Underdark

Necrotic 

 

 

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