XaiJu
Three Stars Bazaar
Three Stars Bazaar

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Wild Heart Sorcerer

The sparks of magic that fuel the sorcerous arts vary wildly from mage to mage. Touches of Divinity form the upper or lower planes, an extremely powerful magical ancestor, or just being at the right place at the right time. The Wild Heart Bloodline of Sorcerers draw their power from nature itself as well as the connection between all things in her domain.

These mages take on bestial traits and enhance their magic by drawing on the world around them much like a druid would. If you’ve ever heard the phrase “raised by wolves” refer to a person, they quite literally might have been! Wild Heart Bloodline Sorcerers have been known to join in the hunts of wild animals and form various pack dynamics with them.


Natural Spells - Your deep connection to nature fuels your magic. When your Spellcasting feature lets you learn 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.

You learn additional spells when you reach certain levels in this class, as shown on the Natural Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

1st Find Familiar, Speak with Animals

3rd Spike Growth, Summon Beast

5th Plant Growth, Speak with Plants

7th Freedom of Movement, Grasping Vine

9th Commune with Nature, Steel Wind Strike


Wild Hunter -
At 1st level, you are able to manifest the spirit of the wilds that lives inside of you. As a Bonus Action, you can shift into your Wild Form, taking on a more bestial shape that grants you the following benefits for 1 minute.

You may use this ability a number of times equal to your Proficiency Bonus, and regain all uses of it on a Long Rest. 


Nature’s Fury -
Upon reaching level 6, whenever you cast a Cantrip as an Action, you may also make a Melee attack as part of that action. 


Beast Sense -
At level 14, you have learned to truly become part of the natural world. By using a Bonus Action and expending 1 Sorcery Point, you use your connection to the land to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, and undead are present within 1 mile of you for the next 1 minute. If you are in your Wild Form when using this ability, you may spend an additional 2 Sorcery Points for each of the following effects you would like to use.


Leader of the Pack -
Once you reach level 18, as an Action, you may call upon the animals of the wilds to protect you. All Beasts within 120 ft. of you must make a Wisdom saving throw against your spell save DC, becoming Charmed by you on a failure. Beasts who are not hostile toward you have Disadvantage on their saving throw. 

Beasts Charmed in this way strive to protect you and follow your commands to the best of their ability for 10 minutes. Whenever one of these creatures takes damage, it may repeat its saving throw. Once the Charmed condition ends, the creatures affected by the ability remain non-hostile, for as long as you do not cause them harm.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 10 sorcery points to use it again.

Wild Heart Sorcerer Wild Heart Sorcerer Wild Heart Sorcerer Wild Heart Sorcerer Wild Heart Sorcerer

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