M Placeholder
2016-01-20, 02:06 PM
Sorcerous Origin Spirit.
For many sorcerers, magic is in the blood, a gift that was bestowed on them from a bloodline that may have ran for years. A select few, however, have been gifted by the raw power of nature itself. Through the power that holds the leaves onto the trees, a spirit sorcerer confluences the power of nature into spellcraft be it the spirits of nature or the primal force of the natural elements.
Your spellcasting ability came from a spirit that bestowed upon you the gift of magic, be it a fey creature, an elemental or an ancestral spirit. You choose your spells not from the Sorcerer spell list, but from the Druid spell list, and at 1st level, you know four cantrips of your choice from the Druid spell list. You learn additional Druid cantrips of your choice at higher levels.
Creating a Spirit Sorcerer
When you create a spirit sorcerer, consider the origin of your powers. Where you approached by the totem spirit animal of your tribe and given the gift of nature? Where you bestowed the ability to cast these powers by one of your ancestors, who wanted to help you to survive in this world? Are you from a society in which arcane magic that is learned is far more respected than the abilities that you have been given? And how do you want to harness the power of the land around you? Will you protect your tribe, or go out to other lands and see what is beyond the horizon?
Animal Empathy
When the spirit chooses you at 1st level, you have an insight into the animal spirits and can use body language, vocalisations and demeanour to understand and improve the attitude of an animal (beast type). You have proficiency in Animal Handling, and can choose Survival as one of your proficiencies. You can also speak either Sylvan or Primordial.
Nature Traversal
Your spirit gives you an ability to traverse the wilds more efficiency. You gain either a climb, swim or a burrow speed of 30ft.
Circle Spells
Your spirit grants you the ability to cast certain spells. You have access to one of the druid circle spells, and at 3rd, 5th, 7th and 9th level, you gain the spells of that level of the circle you choose. The spells do not count against the number of spells that you can know.
Elemental Affinity
At 6th level, you gain resistance to one of the following types of damage Thunder, Lightning, Fire, Acid or Cold. In addition, when you spend 3 sorcery points, you can strip away a creatures resistance to that damage type, or if it is immune, turn that immunity to resistance. You are able to do strip away resistance after a successful survival check (for all Elementals, Fey or Beasts) or a knowledge check (all other creatures)
Spirit Guide
At 14th level, your senses heighten thanks to your spirit. You can add your charisma modifier to perception checks and your passive perception.
Spirit Alliances
At 18th level, when you cast a spell conjuring creatures of the fey, elemental or beast type, you have advantage on concentration checks, and the casting time of the spell is reduced to 1 action. In addition, you are considered a spirit creature.
Spirit Features
As you progress along the journey of the spirit sorcerer, you may start to take on features like that of a spirit. Your eyes may become swirling globes of flame or water, your skin may take on an otherworldly pallor, and your hair may become more like bark off a tree among other effects. Your voice also changes, perhaps becoming dry and crackly like a fire, full of reverb like the deepest ocean, or sounding like it comes from another plane of existence.
As an option, for every 2nd level you progress as a spirit sorcerer, you can roll a D20. You take on the feature described in the table.
D20
Spirit Feature
1
Voice changes
1 Gains reverb, sounds like it comes from underwater
2 Dry and crackly, like leaves in the fall breeze
3 Raspy and crackly, like a fire
4 Echoes Slightly
5 Becomes staccato, like birdsong
6 Becomes smooth and flowing like honey, even when speaking Dwarven or Draconic
2
Skin takes on different shade in moonlight, such as gold or silver taint
3
Downy feathers appear alongside hair
4
Eyes appear catlike, with vertical pupils
5
Blood takes on a sap like quality
6
Feathers appear in places on body
7
Patches of skin on body resemble bamboo wood
8
Gain the smell of a particular herb or incense
9
Fingernails and toenails resemble bark from a tree
10
Eyebrows resemble blades of grass
11
Feet become padded and covered in fine fur like a cat
12
Pupils of eyes roll with
1 dancing flames
2 molten copper/silver/gold/other metal
3 swirling leaves
4 cresting waves
5 flickering lights
6 swirling void
13
Flesh takes on appearance of birch tree bark.
14
Very light breeze flows around you.
15
Your sweat smells like -
1 - Freshly cut grass
2 Spring Water
3 Cinnamon
4 Earth
5 The sea
6 Cut wood
7 Burning incense
8 Fresh rain
16
Grass blades grow amongst hair.
17
Smooth scales like that of a skink appear on body
18
Tail feathers appear
19
Tips of ears become pointed, or points grow by 1d6 centimetres
20
Eyelids resemble sea shells
For many sorcerers, magic is in the blood, a gift that was bestowed on them from a bloodline that may have ran for years. A select few, however, have been gifted by the raw power of nature itself. Through the power that holds the leaves onto the trees, a spirit sorcerer confluences the power of nature into spellcraft be it the spirits of nature or the primal force of the natural elements.
Your spellcasting ability came from a spirit that bestowed upon you the gift of magic, be it a fey creature, an elemental or an ancestral spirit. You choose your spells not from the Sorcerer spell list, but from the Druid spell list, and at 1st level, you know four cantrips of your choice from the Druid spell list. You learn additional Druid cantrips of your choice at higher levels.
Creating a Spirit Sorcerer
When you create a spirit sorcerer, consider the origin of your powers. Where you approached by the totem spirit animal of your tribe and given the gift of nature? Where you bestowed the ability to cast these powers by one of your ancestors, who wanted to help you to survive in this world? Are you from a society in which arcane magic that is learned is far more respected than the abilities that you have been given? And how do you want to harness the power of the land around you? Will you protect your tribe, or go out to other lands and see what is beyond the horizon?
Animal Empathy
When the spirit chooses you at 1st level, you have an insight into the animal spirits and can use body language, vocalisations and demeanour to understand and improve the attitude of an animal (beast type). You have proficiency in Animal Handling, and can choose Survival as one of your proficiencies. You can also speak either Sylvan or Primordial.
Nature Traversal
Your spirit gives you an ability to traverse the wilds more efficiency. You gain either a climb, swim or a burrow speed of 30ft.
Circle Spells
Your spirit grants you the ability to cast certain spells. You have access to one of the druid circle spells, and at 3rd, 5th, 7th and 9th level, you gain the spells of that level of the circle you choose. The spells do not count against the number of spells that you can know.
Elemental Affinity
At 6th level, you gain resistance to one of the following types of damage Thunder, Lightning, Fire, Acid or Cold. In addition, when you spend 3 sorcery points, you can strip away a creatures resistance to that damage type, or if it is immune, turn that immunity to resistance. You are able to do strip away resistance after a successful survival check (for all Elementals, Fey or Beasts) or a knowledge check (all other creatures)
Spirit Guide
At 14th level, your senses heighten thanks to your spirit. You can add your charisma modifier to perception checks and your passive perception.
Spirit Alliances
At 18th level, when you cast a spell conjuring creatures of the fey, elemental or beast type, you have advantage on concentration checks, and the casting time of the spell is reduced to 1 action. In addition, you are considered a spirit creature.
Spirit Features
As you progress along the journey of the spirit sorcerer, you may start to take on features like that of a spirit. Your eyes may become swirling globes of flame or water, your skin may take on an otherworldly pallor, and your hair may become more like bark off a tree among other effects. Your voice also changes, perhaps becoming dry and crackly like a fire, full of reverb like the deepest ocean, or sounding like it comes from another plane of existence.
As an option, for every 2nd level you progress as a spirit sorcerer, you can roll a D20. You take on the feature described in the table.
D20
Spirit Feature
1
Voice changes
1 Gains reverb, sounds like it comes from underwater
2 Dry and crackly, like leaves in the fall breeze
3 Raspy and crackly, like a fire
4 Echoes Slightly
5 Becomes staccato, like birdsong
6 Becomes smooth and flowing like honey, even when speaking Dwarven or Draconic
2
Skin takes on different shade in moonlight, such as gold or silver taint
3
Downy feathers appear alongside hair
4
Eyes appear catlike, with vertical pupils
5
Blood takes on a sap like quality
6
Feathers appear in places on body
7
Patches of skin on body resemble bamboo wood
8
Gain the smell of a particular herb or incense
9
Fingernails and toenails resemble bark from a tree
10
Eyebrows resemble blades of grass
11
Feet become padded and covered in fine fur like a cat
12
Pupils of eyes roll with
1 dancing flames
2 molten copper/silver/gold/other metal
3 swirling leaves
4 cresting waves
5 flickering lights
6 swirling void
13
Flesh takes on appearance of birch tree bark.
14
Very light breeze flows around you.
15
Your sweat smells like -
1 - Freshly cut grass
2 Spring Water
3 Cinnamon
4 Earth
5 The sea
6 Cut wood
7 Burning incense
8 Fresh rain
16
Grass blades grow amongst hair.
17
Smooth scales like that of a skink appear on body
18
Tail feathers appear
19
Tips of ears become pointed, or points grow by 1d6 centimetres
20
Eyelids resemble sea shells