The Fauna Heart origin for Sorcerer

by SemanticAvenger

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Fauna Heart Origin

Circle of Life

The grand aura of life created by all that skitters, flies, swims, and runs across the face of the world generates a magic of its own, one that can have unpredictable effects. Your innate magic comes from the influence of natural life, the beasts and animals of the Material Plane. Perhaps you had a lycanthrope ancestor, or a parent who dabbled with transmutation magic, or you were born under an enchanted constellation named for a legendary beast. Whatever its origin, the magic of the wilds is within you, coursing through your physical body, changing it and empowering it in ways both visible and hidden.

Subclass Features

Bestial Spells

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

Sorcerer Level Spell
1st animal friendship, goodberry, primal savagery
3rd flock of familiars, pass without trace
5th nondetection, vampiric touch
7th locate creature, aura of purity
9th commune with nature, tree stride

Wild Whispers

At 1st level, you are truly at home in the wild places of the world and among its creatures. You gain proficiency in nature, as well as the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Metamorphosis

Starting at 6th level, your spellcasting can cause untamed surges of bestial traits. Once per turn, the DM can have you roll a d20 immediately after you cast a spell of 1st level or higher and consult the Metamorphosis table below.

d20 Effect
1 Roll a d8 on the below Bestial Aspects table and take on all traits for the number you roll.
2-10 Roll a d8 on the below Bestial Aspects table and take on all traits for the number you roll. You may expend 3 sorcery points to remove the listed regression trait.
11-19 No effect.
20 Select an entry from the below Bestial Aspects table and take on any traits you desire from that entry and ignore those you do not.

If your roll indicates a transformation, consult the Bestial Aspects table below. Each aspect has three adaptations and one regression, which is important depending on what you rolled on the Metamorphosis Table. The effects listed last for 1 minute, until you are incapacitated, or die. For the duration, you take on the applicable traits and any appropriate visual changes you decide, such as compound eyes, fur, scales, gills, feathers, or beaks. These physical traits have no mechanical effect other than those listed.

d8 Effect
1 Spider. Adaptations: Your size becomes Small, you have resistance to poison damage, and the Spider Climb trait. Regression: Your hit point maximum is reduced by half for the duration.
2 Sparrow. Adaptations: Your size becomes Small, you gain a fly speed equal to your walking speed, and the Flyby trait. Regression: You have disadvantage on all saving throws to prevent being charmed or frightened.
3 Hawk. Adaptations: You have advantage on Wisdom (Perception) checks based on sight, gain a fly speed equal to your walking speed, and the Pack Tactics trait. Regression: Your walking speed is 5 for the duration.
4 Jellyfish. Adaptations: You gain a swim speed equal to your walking speed, the ability to breathe underwater, and any creature that attempts to grapple you or hits you with a melee attack takes lightning damage equal to your CHA modifier. Regression: You have a vulnerability to bludgeoning damage.
5 Shark. Adaptations: You have advantage on Wisdom (Perception) checks based on smell, gain a swim speed equal to your walking speed, and the Pack Tactics trait. Regression: On every turn in which you do not use any movement, you take psychic damage equal to your CHA modifier.
6 Bull. Adaptations: Your size becomes Large, you can Dash as a bonus action, and you have advantage on all Constitution checks and saving throws, including those to maintain concentration on a spell. Regression: You have disadvantage on all Wisdom and Charisma saving throws.
7 Badger. Adaptations: Your size becomes Small, you gain a burrow speed equal to your walking speed, and tremorsense out to 30 feet. Regression: You gain the Sunlight Sensitivity trait.
8 Panther. Adaptations: Your walking speed increases by 30 feet, you gain advantage on stealth rolls, and your jump distance is tripled. Regression: Every turn in which you do not deal damage, you take psychic damage equal to your CHA modifier.

Natural Defenses

At 14th level, you are hardened to the elements and adept at avoiding danger. You grow chitin, scales, leathery skin, or some other adaptation that protects you from harm. You can now add your Proficiency bonus to your armor class. Additionally, your movement speed increases by 10 feet, and you can disengage as a bonus action.

Animal Majesty

At 18th level, you are a master of your bestial spirit. Choose one of the entries from the Bestial Aspects table and permanently add its adaptations to your character, without its regressions. If you cast a spell and are prompted to roll on the Bestial Aspects table, reroll the die when you roll the number corresponding to the Bestial Aspect you've chosen with this feature, as it is now permanently removed from that table and permanently added to your character.

In addition, you can expend 7 sorcery points to choose a Bestial Aspect at will as an action, without requiring any other trigger. These aspects are otherwise identical to those in the 6th-level Metamorphosis feature in effect and duration, and still require an expenditure of 3 sorcery points to remove their Regression traits.

 

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