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: 3rd

Your ferocity channels through you as magical vigor, which you can use to reduce incoming damage or empower your spells.

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 amount of dice, which equal your Sorcerer level divided by 3 (round down). As a Magic Action, you can move a number of dice of your choice between your Guard and Strike pools.

Guard. When you would take Bludgeoning, Piercing or Slashing damage from a creature you can see, you can move any number of dice from your Guard pool to your Strike pool, and roll them (no action required). 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 dice from your Strike pool to your Guard pool, and roll them (no action required). The target take extra Force damage equal to the roll’s total.


Feral Sorcery

Levels: 3rd

When you reach a Sorcerer level specified in the Feral Spells table, you thereafter always have the listed spells prepared.

Feral Spells

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

Wit of the Wilds

Levels: 6th

You learned to tame the feral force that courses through you. Once per turn, 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 the Sorcery Points expended.

In addition, when you are forced to make a Strength, Dexterity or Wisdom saving throw, you can use your Reaction to move one die from your Guard pool to your Strike pool, and roll it. Add the result to the saving throw.