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.

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Mystical Ferocity

Levels: 1st

Your ferocity channels through you as magical vigor, which you can use to reduce incoming damage or empower your blows. You have a number of d6 in your Guard pool equal to your sorcerer level divided by 3 rounded up (minimum of 1). 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 d6 from your Guard pool to your Strike pool, and roll them. The damage you take is reduced by amount equal to the to the total rolled on those dice.

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 total rolled on those dice.


Feral Sorcery

Levels: 1st

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Feral 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 transmutation or an evocation spell from the sorcerer, ranger, or druid spell list.

Feral Spells

Sorcerer Level Spells
1st inflict wounds, longstrider, primal savagery
3rd flame blade, summon beast
5th enemies abound, vampiric touch
7th dominate beast, polymorph
9th commune with nature, steel wind strike

Wit of the Wilds

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, rounded up.

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.