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## Spirit of the Wilds Sometimes the spark of magic that fuels a sorcerer comes not from a specific source but from the world around them. Their soul is marked with the power of the world around and they hold the power of nature at their fingertips. A person with a Spirit of the Wilds is often welcome among tribes of druids and rangers, those who live on the fringes of society often believe them to be the pinnacle of a person's bond with the world. Others believe them to be an abomination or a perversion of natural forces. These cultures often ostracize them or even hunt them down for the nature of their magic. #### World Soul features |Sorcerer Level | Feature | |:---:|:-----------:| | 1st | Innate Magic, Power of the Land | | 6th | Terraform | | 14th | Wild Form | | 18th | Wild Spirit |
\columnbreak ### Innate Magic Your link to the world allows you to learn spells normally associated with the Druid class. 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. In addition, choose a {Place} for the source of your natural power: arctic, coast, desert, forest, grassland, mountain, swamp, underdark. You learn an additional spell based on that {Place}, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. You can change your environment choice whenever you gain a level in this class. ### Innate Magic Spells | {Place} | Spell | |:---:|:-----------:| | Arctic | *Ice Knife* | | Coast | *Create or Destroy Water* | | Desert | *Earth Tremor* | | Forest | *Entangle* | | Grassland | *Longstrider* | | Mountain | *Jump* | | Swamp | *Fog Cloud* | | Underdark | *Snare* | ### Power of the Land Starting at 1st level, you gain a benefit according to your {Place} detailed in the table below. | {Place} | Benefit | |:---:|:-----------:| | Arctic | You gain resistance to cold damage. | | Coast | You gain a swim speed equal to your speed. | | Desert | You gain resistance to fire damage. | | Forest | Choose the Insight or Perception skill, you gain proficiency in that skill, if you already have proficiency in this skill your proficiency bonus is doubled as though you have expertise with that skill. | Grassland | Your speed increases by 10 feet. | | Mountain | You gain a climb speed equal to your speed. | | Swamp | You gain resistance to poison damage and are immune to disease. | | Underdark | You learn Undercommon. You gain darkvision out to a range of 60 feet. If you already have darkvision. Your darkvision increases its range by 60 feet | \pagebreak ### Terraform At 6th level, as an action you can change the environment around you to your {Place}. You transform the terrain in a 10-foot radius, 30-foot-high-cylinder, centered on a point within 60 feet of you. The effects of this depend on your {Place} as detailed below and occur when this ability is used or a creature ends its turn there. This effect lasts for 1 minute or until dispelled. Once you use this feature, you can't use it again until you finish a short or long rest. ***Arctic.*** The ground becomes coated in smooth clear ice. Each creature standing in the area must succeed on a Dexterity saving throw or fall prone. Each creature takes cold damage equal to your Charisma modifier (minimum of one). ***Coast.*** The area fills with blue water. Each creature in the area's space must make a Strength saving throw. On a success, it's pushed to the nearest unoccupied space of the creature's choice. On a failure, it's restrained. ***Desert.*** The ground becomes sand and is considered difficult terrain. Each creature takes fire damage equal to your Charisma modifier (minimum of one). ***Forest.*** Trees rise from the ground, the area becomes heavily obscured. Each creature in the area gains advantage on wisdom saving throws. ***Grassland.*** Warm sunlight shines and fills the area. Each creature within this area regains hit points equal to your Charisma modifier (minimum of one). ***Mountain.*** Rocks rapidly rise from the ground and fill the space. Each creature in the area must pass a Dexterity save or take bludgeoning damage equal to your Charisma modifier (minimum of one). All creatures in the area are then raised to the top of the space. ***Swamp.*** The ground becomes covered in mud and decay and is considered difficult terrain. The area also darkens from light to dim light and dim light to total darkness. Each creature within the area gains disadvantage on Constitution saving throws. ***Underdark.*** Magical darkness fills the area, a creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it. ### Wild Form Starting at 14th level, you gain the ability to shapeshift into a beast according to your {Place} detailed in the table below. You use your bonus action to spend 4 sorcery points and magically assume the shape. You can stay in your Wild Form for a number of hours equal to half your Sorcerer level (rounded down). You then revert to your normal form unless you spend 4 sorcery points again. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed the same rules apply to you as a druid under Wild Shape. | {Place} | Beast | |:---:|:-----------:| | Arctic | Dire Wolf | | Coast | Giant Octopus | | Desert | Giant Vulture | | Forest | Brown Bear | | Grassland | Lion | | Mountain | Giant Eagle | | Swamp | Giant Toad | | Underdark | Giant Spider | ### Wild Spirit Starting at 18th level, you can spend 6 Sorcery Points as a bonus action to summon an avatar in the shape of your Wild Form. They use their original statistics, with the following changes: * It appears with a number of temporary Hit Points equal to your Sorcerer Level. * It has resistance to all damage * It's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. * It can move through other creatures and objects as if they were difficult terrain. The avatar takes 5 force damage if it ends its turn inside an object. Your Wild Spirit appears in an unoccupied space of your choice within 30 feet of you. Roll initiative for creature. The creature for a number of hours equal to half your Sorcerer level (rounded down) or it disappears early if it is reduced to 0 Hit Points .