Sorcerous Origin - Tranquil Wilds

by Santer

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Tranquil Wilds

Other sorcerers can trace their powers to extraordinary happenstances such as draconic heritage, blessings of the divine or links to planes far beyond the material. Sorcerers of the Tranquil Wilds often have more humble, earthly origins. The sight of an awe-inspiring vista, residual magic of an abandoned druid circle or the discovery of a hidden grove are just as capable of irreversibly altering one's self.

Whatever the source may be, this latent power manifests itself in a strong feeling of inner peace, through which the wielder can mold and alter their magic to an unrivaled degree. Those who wield this power keep a calm mind, able to maintain composure even in the face of great adversity.

Child of the Land

1st level feature
Whenever you learn a new spell, you can choose any spell of the appropriate level from the Druid spell list.

Additionally, whenever you finish a short or long rest you can replace one cantrip you know with another from the spell lists available to you.

Enhanced Metamagic

3rd level feature
Your natural talent for Metamagic is enhanced by your attunement to nature. You gain one additional metamagic option of your choice, and whenever you finish a long rest you can exchange one metamagic option for a different one.

You regain 1 sorcery point when you finish a short rest. The amount of sorcery points recovered this way increases to 2 at 5th level, 3 at 10th level, and 4 at 15th level.

You also gain access to the following Metamagic Options:

Broadened Spell

When you cast a spell that targets only one creature, you can spend sorcery points equal to the spell's level to give the spell a radius of 10 feet (1 sorcery point if the spell is a cantrip). You may spend additional sorcery points to further increase the radius of the spell, increasing the radius by 5 feet for every additional sorcery point spent.

Simultaneous Spell

If you are already concentrating on a spell, you can cast another spell that requires concentration at the cost of sorcery points equal to the spells level (1 sorcery point if the spell is a cantrip). You must roll Saving Throws to maintain concentration for each spell separately.

Haste of the Wild Stream

6th level feature
Whenever you modify a spell using Metamagic you may apply an addiditional Metamagic modifier at the cost of 1 sorcery point + the sorcery point cost of the second Metamagic effect.

Modifying a spell with Metamagic increases the movement speed of you and all creatures of your choice within 15 feet of you by 5 until the start of your next turn. The strength of this effect increases to 10 at 10th level.

Might of the Sky Peaks

14th level feature
Whenever you modify a spell using Metamagic, you can restore hit points equal to three times the sorcery points spent to yourself or a creature of your choice within 30 feet of you.

Whenever you or a creature within 30 feet of you make a regular Saving Throw, you can expend sorcery points to increase the roll by the amount of sorcery points spent, up to 4.

True Serenity

18th level feature
While you are concentrating on at least one spell, all incoming damage is reduced by 1d4+ your spellcasting modifier, and you gain a +2 to all Saving Throws. As a bonus action on your turns, you can spend sorcery points to instantly end any Condition or Disease affecting you, at the cost of 3 sorcery points per Condition or Disease.

Credits

Homebrew Designer - Santer
Feedback - Void

Art Credits

Square Landscapes 2 - Anton Fadeev
Square Landscapes 3 - Anton Fadeev
Green Sketches - Anton Fadeev