Sorcerous Origin

Wild Child

A true Wild Child, your magic is tied to your intuitive connection to the beasts of the world. Your lineage might trace back to a fey being or magical beast, or your gifts might be the blessing of a spirit of nature. Your magic might fuel your kinship with beasts, or your kinship might fuel your magic. Regardless, both are a part of you.

A Wild Child might live in the wilderness among beasts, or take a travelling menagerie with them everywhere they go. Whether in a metropolis or a jungle, if a Wild Child is there, beasts will follow. Likewise, if there are elusive beasts to be found, a Wild Child is sure to stumble upon them.

Wild Child Features

Sorcerer Level Feature 1st Magic of the Wilds, Bonus Cantrip, Animal Affinity 2nd Animal Affinity (animal friendship) 6th Wild Warding, Beastial Tactics 14th Beast Possession 18th Ally of the Wilds

Magic of the Wilds

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown in the Wild Child Spells Table. The spells count as sorcerer spells for you, but doesn’t count against the number of sorcerer spells you know.

Wild Child Spells

Sorcerer Level Spells 1st Animal Friendship, Beast Bond 3rd Animal Messenger 5th Conjure Animals 7th Guardian of Nature* 9th Awaken

*Primal Beast form only

Bonus Cantrip

At 1st level, you learn the Primal Savagery cantrip. It counts as a sorcerer cantrip for you, but doesn’t count against your number of cantrips known.

Animal Affinity

At 1st level, you gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability checks you make with this proficiency. The beasts of the world are naturally drawn to you.

When you reach 2nd level in this class, you gain the ability to cast the Animal Friendship spell by spending 1 sorcery point rather than expending a spell slot. If you cast it with sorcery points, you may spend additional sorcery points to cast it as if with with a higher level spell slot at a rate of 1 sorcery point per level higher.

Wild Warding

Starting at 6th level, beasts are reluctant to see you an an enemy. If a beast targets you with an attack or a harmful spell, you may cast the Sanctuary spell without expending a spell slot, targeting yourself as a reaction. Only beasts are affected by a Sanctuary spell cast in this way.

After you use this ability, you can't use this feature again until you finish a short or long rest.

Starting at 10th level, the duration of the spell increases to 10 minutes.

Beastial Tactics

At 6th level, you have learned from the pack tactics of some beasts, and are able to make openings for your allies in combat. As a bonus action, you can use the Help action to give an ally advantage on an attack if the target of the attack is within 30 feet of you.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expanded uses of it when you finish a long rest.

Beast Possession

At 14th level, you gain the ability to psychically control a beast for a short period of time. For 10 minutes, you are able to perceive the beast's senses as if through the Beast Sense spell, and able to command or control the beast directly as if through the Dominate Beast spell. To use this ability, you must concentrate on it as a spell, and you are blind to your own senses as with the Beast Sense spell.

After you use this ability, you can't use this feature again until you finish a long rest.

Ally of the Wilds

Starting at 18th level, the beasts of the world come to your aid when you are vulnerable. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. Double the challenge rating maximums the spell normally has. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.