Feral Ancestry sorcerers are conduits for the untamed forces of nature, capable of channeling primal magic to harden and empower them. The rampaging fury that often comes with these forces imbues the sorcerer with the bloodlust of a predator, thrusting them in the midst of the fray.
[description wip]
Levels: 3rd
Your ferocity channels through you as magical vigor, which you can use to reduce incoming damage or empower your blows.
You have the Guard and Strike pools, two pools of d6s to ward yourself from harm or boost your melee spell damage. They share the same dice, which equal your Sorcerer level divided by 3 (round down). As an action, you can move a number of d6 of your choice between your Guard and Strike pools.
Guard. When you would take damage from an hostile creature you can see, you can move any number of d6s from your Guard pool to your Strike pool, and roll them. The damage you take is reduced by amount equal to the to the roll’s total.
Strike. On your turn, when you hit a melee spell attack and deal damage, you can move any number of d6 from your Strike pool to your Guard pool, and roll them. The target takes an extra damage of the same type dealt by the spell equal to the roll’s total.
Levels: 3rd
When you reach a Sorcerer level specified in the Feral Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level | Spells |
---|---|
1st | Inflict Wounds, Longstrider, Primal Savagery |
3rd | Flame Blade, Summon Beast |
5th | Conjure Animals, Vampiric Touch |
7th | Dominate Beast, Polymorph |
9th | Commune with nature, Steel Wind Strike |
Levels: 6th
You learned to tame the feral force that courses through you. When you spend Sorcery Points, you can move a number of dice from your Guard pool to your Strike pool or vice versa equal to half the Sorcery Points expended.
In addition, when you are forced to make a Strength, Dexterity or Wisdom saving throw, you can move one d6 from your Guard pool to your Strike pool, and roll it. Add the result to the saving throw.