Homebrew:Bestial Spirit
(OOC: This is an implementation of the Bestial Spirit subclass from Tasha's Crucible of Everything Else volume 2)
Base Class: Sorcerer
As long as they dry off before they come inside I don't mind them. I won't tolerate the smell of a wet sorcerer in my house. |
TASHA |
Power drawn from the great Beastlands or another plane of great beasital power has been passed down your lineage since an ancestor made a deal with a great animal god, or perhaps spent an amount of time within the great library. Either way, a powerful bestial spirit resides within you. Occasionally appearing as cat-like eyes, higher reflexes, excessive hair growth, or sharpened nails and teeth, this spirit brings about a new commune with nature and the animals that reside within.
Bestial Spirit Magic
1st-level Bestial Spirit feature
You learn additional spells when you reach certain levels in this class, as shown on the Bestial Spirit Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
Sorcerer Level | Spells |
---|---|
1st | animal friendship, speak with animals |
3rd | animal messenger, beast sense |
5th | conjure animals, spirit guardians |
7th | dominate beast, giant insect |
9th | antilife shell, commune with nature |
Animal Instinct
1st-level Bestial Spirit feature
As your eyes sharpen and your mindset shifts you become innately more in tune with the world around you. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
In addition, choose one of the following skills: Perception Wisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door., Stealth
Dexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard., or Survival
Wisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.. You gain proficiency with that skill and with Animal Handling
Wisdom (Animal Handling)skillWhen there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.. As a result of the primal magic in your veins, whenever you make a check using either of these two skills, you gain a bonus to the check equal to your Charisma modifier (minimum of 1).
Nature's Paths
6th-level Bestial Spirit feature
An innate understanding of movement through nature and the muscle memory of every animal begins to course through you. You gain a climbing and a swimming speed equal to your walking speed, you can climb difficult surfaces (including upside down on ceilings) without needing to make an ability check, and you can breathe water as well as air.
Fight and Flight
14th-level Bestial Spirit feature
The animal spirits within you begin to take form and flight. You gain a magical flying speed equal to your walking speed.
Fury of the Pack
18th-level Bestial Spirit feature
As an action, you can spend up to 10 sorcery points and summon celestial spirits that take the form of beasts or swarms of beasts and appear in unoccupied spaces that you can see within 120 feet. The summoned spirits can have a combined challenge rating equal to or lower than the sorcery points spent. For example, if you spend 5 sorcery points, you could summon one CR 5 beast, or two CR 2 beasts and one CR 1 beast, or some other combination. Any beast or swarm of beasts with a challenge rating lower than 1 costs 1 sorcery point to summon.