Sorcerous Origin: Wildling

by dArtagnan

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Wildling

You are a child of the wilds. Either you spent plenty of time out there as a youth or were somehow raised by animals, but your innate magic had become some primal form of druidism. Regardless your connection to the beasts of the world allows you to communicate or command them.

Wildling Features
Sorcerer Level Feature
1st Magic of the Wilds, Bonus Proficiencies, Animal Allies
6th Allies of the Wild
7th Allies of the Wild (Polymorph)
14th Bestial Adaption
18th Metamorph

Magic of the Wilds

You learn additional spells when you reach certain levels in this class, as shown on the Wildling 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.

Wildling Spells
Sorcerer Level Spells
1st Animal Friendship, Find Familiar
3rd Healing Spirit (appears as an animal spirit), Summon Beast
5th Catnap, Conjure Animals
7th Giant Insect, Polymorph
9th Commune with Nature, Insect Plague

Bonus Proficiency

At 1st level, you gain proficiency in the Nature skill if you don't already have it, or another skill of your choice from the list of skills available to sorcerers at 1st level.

Animal Allies

Also at 1st level, you've made an unbreakable bond with the life in the wilds.

Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Furthermore, you can cast find familiar as a ritual and it does not require a material component if you are only using it to summon it after it has dropped to 0 hit points.

Allies of the Wild

At 6th level, the damage from beasts that you conjure are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

When you reach 7th level in this class, you can cast polymorph spell on your familiar by spending 3 sorcery points as an action, treating its CR as your sorcerer level. While your familiar is polymorphed this way, you can use your bonus action to command your familiar to move or take an action, and its attacks are considered magical.

On turns you do not command your familiar, it takes the Dodge action instead.

Bestial Adaption

At 14th level, you connection with the world's fauna has extended to your being, allowing you to adopt various animal traits to better suit your situation.

You can alter your form as a bonus action and select one of the following:

  • Aquatic. You gain a swim speed equal to your base walking speed, and can breathe underwater.
  • Claws. Your unarmed strike deals 2d6 slashing damage. You use your Charisma modifier for the attack and damage rolls. When you use the Attack action, you can make two unarmed strikes.
  • Endurance. You gain temporary hit points equal to your sorcerer level.
  • Fleet. Your base walking speed increases by 20 feet and the distance of your long jump is doubled.
  • Keen Senses. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks and have darkvision up to a range of 120 feet.
  • Scales. Your Armor Class becomes 13 + your Dexterity modifier.
  • Wings. You gain a flying speed equal to your base walking speed.

These adaptions last 1 hour, or until you use your bonus action to change it. You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses after you finish a long rest.

Metamorph

At 18th level, you learn the shapechange spell, which doesn't count against your number of sorcerer spells known.

When you cast this spell, you can target your familiar instead of yourself, treating its level as your own. While under the effects of this spell, you can use your bonus action to command your familiar to move or take an action, and its attacks are considered magical.

On turns you do not command your familiar, it takes the Dodge action instead.




Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.