Bestial Soul (Sorcerer)

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Sorcerer

At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The following Bestial Soul option is available to you when making that choice.

Bestial Soul

An evil, everlasting curse in the form of a howling beast has stuck to your soul. The fury of the undying beast fuels your magic and lets you shrug off blows that would incapacitate a lesser mage.

Bestial Magic

1st-level Bestial Soul feature


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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Bestial Spells
Sorcerer Level Spells
1st cause fear, expeditious retreat, primal savagery
3rd alter self, kinetic jaunt
5th blink, vampiric touch
7th polymorph, shadow of moil
9th enervation, passwall

Carnivore's Body

1st-level Bestial Soul feature


Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. You also gain proficiency with simple melee weapons.

When you're hit by a melee attack, you can use your reaction to cast a spell at the creature that hit you. The spell must include a melee spell attack, and your target must be within your reach.

Predatory Endurance

6th-level Bestial Soul feature


When you take bludgeoning, piercing, or slashing damage, you can use your reaction to halve the damage dealt to you. You then gain temporary hit points equal to the amount of damage you took.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

In addition, when you reduce a creature to 0 hit points using a melee spell attack, you regain 1 sorcery point. You can regain sorcery points in this way a number of times equal to your proficiency bonus, and you regain all expended uses of this ability when you finish a long rest.

Lycanthropic Form

14th-level Bestial Soul feature


The spirit of a cursed beast overtakes your soul, visible as a shadowy silhouette around you. As a bonus action, you can manifest this spirit, giving it a physical presence for 1 minute. While the spirit is manifested, you gain the following benefits:

  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage from weapons that aren't silvered.
  • You have advantage on Wisdom (Perception) checks that rely on hearing or smell. In addition, you have advantage on

   Wisdom (Survival) checks made to track other creatures.

  • Once per turn, when you hit with a melee attack, you deal additional slashing damage equal to 1d6 + your Charisma modifier.

At the end of the 1 minute, you can spend 1 sorcery point to increase the duration of the spirit's manifestation to 10 minutes. At the end of the 10 minutes, you can spend 2 more sorcery points to increase the duration to 1 hour.

Curse's Spread

18th-level Bestial Soul feature


When hit a creature with a melee attack, you can use a bonus action to make a bite attack. The bite counts as an unarmed strike that uses your Charisma modifier for attack rolls and deals necrotic damage equal to 1d4 + your Charisma modifier on a hit.

When you hit a creature with your bite attack, you can spend 1 sorcery point to spread your curse to that creature. The target must make a Constitution saving throw against your spell save DC. Constructs and Undead make this saving throw with advantage. On a failed save, the creature is cursed and suffers the following effects for 1 hour:

  • You always know the creature's location in relation to your own.
  • You have advantage on attack rolls against the creature.
  • The creature has disadvantage on saving throws against your spells and other magical effects.
  • At the end of each of its turns, the creature must succeed on a Constitution saving throw against your spell save DC or take 2d6 necrotic damage that can't be reduced in any way. You then regain hit points equal to the amount of necrotic damage the creature took.

The curse can be ended early with a remove curse or greater restoration spell, or similar magic.


Design Credits

Art Credits

Special Thanks

"Bestial Soul (Sorcerer)" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Spell to Consider

Some of the Bestial Soul subclass features require spells that make melee spell attacks. For this reason, one of the spells that has been previously published by the Livingstone Library and is available to sorcerers is included below. Other spells of ours can be found on our Patreon, Reddit, or Twitter.


Spell: Winter's Crash

3rd-level transmutation


  • Classes: Druid, Paladin, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Ice, snow, and sleet ball up in a massive mace formed around your fist. Make a melee spell attack against a creature you can reach. On a hit, the target takes 8d6 cold damage and must make a Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Note: If you want to see more spells like this from the Livingstone Library, you can check out the 7th entry in our "Codex of Spells" series.


Bonus Spells
 

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