Wood Elf Sorcerers in The Ground | World Anvil
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Wood Elf Sorcerers

Wood Elf Sorcerers

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: Herbalism kit
saving throws: Wisdom, Dexterity
skills: Choose two from Animal Handling, Arcana, Medicine, Nature, Perception, Stealth and Survival
starting equipment:
spellcasting:

You know four cantrips of your choice from the wood elf sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wood Elf Sorcerer table.

You know two 1st level spells of your choice from the wood elf sorcerer spell list.

The Spells Known column of the Wood Elf Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the wood elf sorcerer spell list, which also must be of a level for which you have spell slots.

The Wood Elf Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier:

your proficiency bonus + your Wisdom modifier


class features:

Level 2

Sorcery Points

You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th.

 
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
 

Charm Animals and Plants

As an action, you invoke the power of the forest. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You must take a short or long rest before you can perform this action again.

 

Level 3

Animal Companion

You gain an animal companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your sorcerer level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

subclass options:

Level 1

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Natural Recovery

You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up) and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st level slots.

 

Land's Stride

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

 

Level 3

You gain 1 class point.

 

Optional Abilities

Voice of the Wood Elf

You can communicate telepathically with your animal companion and perceive through your animal companion’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your animal companion’s senses, you can also speak through your animal companion in your own voice, even if your animal companion is normally incapable of speech.

 

Level 6

You gain 1 class point.

 

Optional Abilities

Exceptional Training

On any of your turns when your animal companion doesn't attack, you can take a bonus action to command the beast to take the Dash, Disengage, Dodge or Help action on its turn.

 

Solidarity

Attack rolls made by you and your animal companion have advantage when attacking a creature already hit by an attack roll made by the other during the same turn.

 

Wood Elf Flexibility

When you use your action to make a range weapon attack, you can use your bonus action to cast a sorcerer spell using a sorcerer spell slot.

 

Level 10

You gain 1 class point.

 

Optional Abilities

Spirit Walker

You can cast the commune with nature spell, but only as a ritual and while you have an animal companion by your side. When you do so, the spirit of nature talks through your animal companion to convey the information you seek.

 

Hide In Plain Sight

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

 

Magical Ambush

If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Nature's Sanctuary

Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

 

Bestial Fury

Your animal companion can make two attacks when you command it to use the Attack action.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Master of Nature

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

 

Share Spells

When you cast a spell targeting yourself, you can also affect your animal companion with the spell if the beast is within 30 feet of you.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Spell Bombardment

When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Elder Champion

You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

 
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a sorcerer spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your wood elf sorcerer spells and abilities.
 

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

 

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

 

Wood Elf Sorcerer Table

LevelClass PointsAbilitiesOptional AbilitiesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
11SpellcastingNatural Recovery, Land's Stride0422------------------------
21Sorcery Points, Charm Animals and Plants---2433------------------------
32Animal CompanionVoice of the Wood Elf34442---------------------
42Ability Score Improvement---45543---------------------
52------556432------------------
63---Exceptional Training, Solidarity, Wood Elf Flexibility657433------------------
73------7584331---------------
83Ability Score Improvement---8594332---------------
93------951043331------------
104---Spirit Walker, Hide in Plain Sight, Magical Ambush1061143332------------
114------11612433321---------
124Ability Score Improvement---12612433321---------
134------136134333211------
145---Nature's Sanctuary, Bestial Fury146134333211------
155------1561443332111---
165Ability Score Improvement---1661443332111---
176---Master of Nature, Share Spells17615433321111
187---Spell Bombardment18615433331111
197Ability Score Improvement---19615433332111
208---Elder Champion, Sorcerous Restoration20615433332211

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