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  Introduction
  Introduction
  The powers that sorcerers wield can both originate from and
  manifest themselves in a variety of ways. From the raw
  strength of storms to the almighty power of dragons,
  sorcerers are some of the most unique magic wielders of the
  land.
  This compendium is meant to provide several additional
  options for sorcerers in the theme of various aspects of
  nature, such as the beasts and critters of the lands, certain
  plants, and the enviroments themselves. Sorcerers made
  from this compendium maintain power over spiders, fungi,
  insects, the oceans, beasts, and swamps.
  The options presented in this compendium are part of the
  fourth installment of a new series of sorcerous origin
  compendiums that will allow for more options with which to
  create sorcerers with. This series, called Yorviing's
  Sorcerous Grimoires, will set forth new choices to let
  people create sorcerers that will fill a certain niche, build, or
  character type that they may have had trouble with creating
  prior.
  So please, without further ado, I hope that you find much
  fun, excitement, and ideas within this, the fourth installment
  of Yorviing's Sorcerous Grimoires, Children of the Wild.
  Table of Contents
  Table of Contents
  Table of Contents
  Table of Contents
  Sorcerous Origins
  Sorcerous Origins
  1. Arachnid Magic
  2. Fungal Sorcery
  3. Insect Being
  4. Oceanborn
  5. Primal Hunter
  6. Swampheart
  Additional Player Options: Roll Tables
  Additional Player Options: Roll Tables
  1. Arcane Origins
  2. Reactions
  3. Supernatural Marks
  4. Signs of Sorcery
  Additional Spells
  Additional Spells
  Conclusion
  Conclusion
  Art Credits
  Legal Information
  Special Thanks
  Notes to DM
  Notes to DM's and Players
  s and Players
  The sorcerer subclasses presented in this
  compendium are rather niche ones, to be sure.
  Additionally, they are presented as being a tad
  stronger than base subclasses. The reason for this
  is to add a bit more 'umph' to the sorcerer class
  (because who doesn't like feeling a bit powered
  here and there, as well as having a few more spells
  and abilities at your disposal?)
  However, that is not to say that these subclass
  options are meant to be overpowered. My two
  main purposes for the routes that I went with in
  creating these were the following:
  Allowing for an extended spell list for sorcerers.
  This is due to the fact that it makes more sense
  for a sorcerer who, say, wields lightning, to
  know some lightning spells by default. The
  same can be said for fire, earth, etc etc.
  Allowing for some additional abilities and
  features that make sense for the subclass, for
  both in and out of combat. These can be
  environmental adaptations, body
  enhancements, or tools for special interactions.
  DM's, feel free to edit or modify any of these
  subclasses to fit your player, campaign setting, or
  house rules. Again, these are meant just for fun and
  to have additional options available. So please, have
  fun!
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  Sorcerous Origin:
  Sorcerous Origin:
  Arachnid Magic
  Arachnid Magic
  To many, even the sight of spiders can instill  
  fear into the hearts of others. However, you have  
  learned to not only to instill this fear, but also to use the
  power of spiders as well. You are a sorcerer who has
  mastered the might and abilities of spiders, manipulating
  other creatures and web alike.
  Perhaps you were bitten by a magical spider, or your birth
  was affected by magical abilites from Lolth. Whatever the
  case may be, you are a frightening and powerfully skilled
  sorcerer.
  Arachnid Magic Quirks
  Arachnid Magic Quirks
  d6
  d6 Quirk
  Quirk
  1 You have several sets of eyes, some larger and some
  smaller.
  2 Eating bugs is a common occurrence for you.
  3 You have incredibly patience, and can wait in one spot
  for a long period of time before what you are
  expecting to happen occurs.
  4 People often look upon you with fear in your
  appearance, but many still respect your abilities and
  wisdom.
  5 Small fangs protrude from your mouth, and your teeth
  are sharp.
  6 You care very deeply for young children, and often try
  to help in protecting them.
  Arachnid Magic Features
  Arachnid Magic Features
  Sorcerer Level
  Sorcerer Level Feature
  Feature
  1st
  Viscious Constitution, Spider Movement
  6th
  Web Familiarity
  14th
  Heightened Webbing
  18th
  Den of the Widow
  Magic of the Spider
  Magic of the Spider
  Your connection to spiders gives you the option to learn some
  additional spells that focus on spiders and trapping. When
  your Spellcasting feature lets you learn a sorcerer spell of 1st
  level or higher, you gain an additional spell from the list
  below. These spells do not count towards the total number of
  spells you know, and the spells count as a sorcerer spells for
  you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  snare
  3rd
  web
  5th
  feign death
  7th
  locate creature
  9th
  hold monster
  11th
  eyebite
  Vicious Constitution
  Vicious Constitution
  Beginning at 1st level, you have become accustomed to the
  venom within a spider’s fangs, and can even use it yourself.
  You have advantage on Constitution saving throws against
  poison. You also learn the poison spray cantrip.
  Additionally, your gender lends you additional benefits. If
  you are a female, you count as one size larger when
  determining your carrying capacity and the weight you can
  push, drag, or lift. If you are a male, your movement speed
  increases by 5 feet. If your character has no gender, then you
  may choose between these two.
  Spider Movement
  Spider Movement
  At 1st level, your familiarity with spiders has allowed you to
  communicate with them. You ignore movement restrictions
  caused by webbing. You also are able to speak to spiders as if
  under the speak with animals spell.
  Web Familiarity
  Web Familiarity
  By 6th level, you have become adept at moving like a spider.
  You gain a climbing speed equal to your walking speed, and
  you can climb difficult surfaces, including upside down on
  ceilings, without needing to make an ability check.
  Additionally, you are now able to call upon your spider
  allies to aid you. As an action, you can spend 2 sorcery points
  to cast conjure animals, though you are only able to summon
  giant wolf spiders, swarm of spiders, or giant spiders.
  Heightened Webbing
  Heightened Webbing
  At 14th level, you have heightened your webbing skills. While
  in contact with a web, you know the exact location of any
  other creature in contact with the same web, and your
  movement speed is doubled when moving on webs.
  Additionally, as a reaction to falling, you can shoot a strand
  of webbing towards a wall or ceiling to stop you from falling.
  This webbing has a maximum range of 100 feet, and can
  withstand up to 200 lbs of weight before the web breaks. You
  can climb up this web with a climbing speed equal to your
  movement speed.
  Den of the Widow
  Den of the Widow
  By 18th level, your spider alike constitution has granted you
  immunity to the poisoned condition.
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  You also gain the ability to transform any area into your
  domain. As an action, you can spend 6 sorcery points to
  devour a small spider, then spew forth from your throat large
  amounts of webbing, which works as if you cast the spell web.
  However, the spell has the following changes:
  The spell’s range covers that of a 90 foot cube.
  The webbing has resistance to fire damage.
  The spell does not require concentration.
  While moving on this webbing, you and any spiders you
  summon have their movement speed increased by 10 feet.
  The webbing lasts for 1 minute, at which point the
  webbing wilts away.
  Once you use this feature, you cannot do so again until you
  finish a long rest.
  Sorcerous Origin: Fungal
  Sorcerous Origin: Fungal
  Sorcery
  Sorcery
  The magics that exist within the Underdark and some dark
  forests of the world can sometimes alter the natural terrain
  and plant life that dwells within them. Your magic stems from
  the magical abilities of the fungi and mushrooms that live in
  the deep caverns of the Underdark, or the dim lower levels of
  ancient forests.
  Perhaps you lived amongst these plants for years, and their
  magic rubbed off on you. Some sorcerers of this origin may
  have had some interaction with myconids, who granted them
  certain magical powers, or perhaps there is some myconid
  blood in your family. Either way, those sorcerers who have
  command over the fungi of the world have a deep respect for
  nature and the processes of decay and rebirth through
  nature.
  Fungal Sorcery Quirks
  Fungal Sorcery Quirks
  d6
  d6 Quirk
  Quirk
  1 Small mushrooms seem to grow on parts of your body.
  Perhaps they even glow.
  2 You love to sleep in damp soil.
  3 Through death, new life can begin anew.
  4 You tend to talk very slowly and deliberately.
  5 The community is always more important than the
  individual.
  6 Hallucinogenic foods and drinks are a nice break from
  the dangers of the world.
  Fungal Sorcery Features
  Fungal Sorcery Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Fungal Vitality, Revitalized Fungus
  6th
  Spore Manipulation
  14th
  Fungal Infection
  18th
  Plant of Regeneration
  Magic of the Fungi
  Magic of the Fungi
  Your connection to fungi gives you the option to learn some
  additional spells that focus on plants, hallucination, and
  poison. When your Spellcasting feature lets you learn a
  sorcerer spell of 1st level or higher, you gain an additional
  spell from the list below. These spells do not count towards
  the total number of spells you know, and the spells count as a
  sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  entangle
  3rd
  protection from poison
  5th
  plant growth
  7th
  hallucinatory terrain
  9th
  wrath of nature
  11th
  harm
  Fungal Vitality
  Fungal Vitality
  At 1st level, you have learned to use fungi to help you at
  death's door. When you are reduced to 0 hit points but not
  killed outright, a small mushroom sprouts from your body,
  and you can drop to 1 hit point instead. You can't use this
  feature again until you finish a long rest.
  Revitalized Fungus
  Revitalized Fungus
  At 1st level, you have learned to make use of dead and
  decaying life matter just as fungi do. By touching a corpse,
  you can grow mushrooms on the corpse that have the
  nutritional value of one full meal for a number of creatures
  equal to your Charisma modifier.
  You can use this feature once per long rest, though you
  must choose a different corpse each time you use this
  feature.
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  Spore Manipulation
  Spore Manipulation
  By 6th level, your familiarity with fungi and spores has
  granted you increased resilience. You gain resistance to
  poison and necrotic damage.
  You also have learned to tap into the power of spores to
  creature effects that can both harm and hinder creatures. As
  an action, you can spend 3 sorcery points to create one of the
  following effects:
  Spores of Hallucination: As an action, you can eject
  spores at one creature you can see within 30 feet of you.
  The target must succeed on a Constitution saving throw
  against your sorcerer spell save DC or be poisoned for 1
  minute. The poisoned target is incapacitated while it
  hallucinates. The target can then repeat the saving throw
  at the end of each of its turns, ending the effect on itself on
  a success.
  Spores of Pacification: As an action, you can eject spores
  at one creature you can see within 30 feet of you. The
  target must succeed on a Constitution saving throw
  against your sorcerer spell save DC or be stunned for 1
  minute. The target can then repeat the saving throw at the
  end of each of its turns, ending the condition on itself on a
  success.
  Spores of Rapport: As an action, you can eject spores
  from your body up to a 30-foot radius. These spores can
  go around corners and affect only creatures with an
  Intelligence of 2 or higher that aren't undead, constructs,
  or elementals. Affected creatures can then communicate
  telepathically with one another while they are within 30
  feet of each other. The effect lasts for 1 hour.
  Fungal Mastery
  Fungal Mastery
  By 14th level, your use of spores has increased tremendously.
  Whenever you use your Spore Manipulation feature, the
  range increases to 60 feet for Spores of Hallucination and
  Spores of Pacification, and a 60-foot radius for Spores of
  Rapport*.
  Plant of Regeneration
  Plant of Regeneration
  By 18th level, your connection to fungi now powers your
  constitution. You gain immunity to disease and immunity to
  poison and necrotic damage, and are immune to the
  poisoned condition.
  Additionally, you are immune to being charmed by spells
  that would cause you hallucinate or see an illusion.
  Sorcerous Origin: Insect
  Sorcerous Origin: Insect
  Being
  Being
  The insects and bugs that inhabit the world are often small in
  size, though they possess incredible strength and a vast
  understanding of working together. You are a sorcerer who
  makes use of the might of insects, and thus are able to
  command them and change parts of your body to adapt like
  they can.
  Perhaps you grew up amongst powerful insects, and their
  magic altered you, or you come from a powerful bloodline of
  magical users who commanded control over the bugs of the
  world. However you came to these abilities, you are a
  commendable ally and a powerful sorcerer.
  Insect Being Quirks
  Insect Being Quirks
  d6
  d6 Quirk
  Quirk
  1 You always seem to have small insects crawling on
  your body, such as ants or beetles.
  2 You tend to think in terms of ‘we’ instead of ‘I’.
  3 You often eat with small, frequent bites.
  4 Your eyes have the appearance of compound eyes.
  5 Others swear that you make a buzzing or humming
  noise when you move.
  6 You enjoy being amongst blooming flowers.
  Insect Being Features
  Insect Being Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Hive Kin, Commanding Swarm
  6th
  Insect Strength
  14th
  Metamorphosis Form
  18th
  Heightened Metamorphosis
  Magic of the Pests
  Magic of the Pests
  Your familiarity with insects gives you the option to learn
  some non-sorcerer spells that focus on bugs and insect-like
  traits. When your Spellcasting feature lets you learn a
  sorcerer spell of 1st level or higher, you gain an additional
  spell from the list below. These spells do not count towards
  the total number of spells you know, and the spells count as a
  sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  jump
  3rd
  spider climb
  5th
  fly
  7th
  giant insect
  9th
  insect plague
  11th
  mass suggestion
  Hive Kin
  Hive Kin
  Starting at 1st level, the time you have spent with insects has
  adapted you to their vision. Your darkvision increases by 30
  feet, up to a maximum of 120 feet. You also learn the
  infestation cantrip, and you can speak to ants, flies, and other
  insects as if you were under the effects of the speak with
  animals spell.
  Commanding Swarm
  Commanding Swarm
  At 1st level, you can use insects to carry out tasks for you like
  they would for themselves. You learn the spell unseen
  servant, and it does not count towards your total number of
  spells known. However, when you cast this spell, you can
  instead choose to have your unseen servant assume the form
  of a swarm of tiny insects, the specific insect being of your
  choice. While the swarm as a whole is still considered as one
  servant for the purposes of AC, Strength, and hit points, you
  can issue up to several commands at once equal to your
  Charisma modifier.
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  Insect Strength
  Insect Strength
  At 6th level, you are able to endure and  
  move like most insects can. You gain  
  resistance to poison damage and have 
  advantage on saving throws against poison. 
  You can also move along vertical surfaces and 
  ceilings as if you were under the effects of the spell spider
  climb.
  Metamorphosis Form
  Metamorphosis Form
  By 14th level, you have learned how to undergo a
  metamorphosis to change parts of your body to be more like
  those of an insect. Over the course of a long rest, you can
  choose to encase yourself completely in a cocoon, emerging
  at the end of the long rest to find yourself gaining two of the
  listed physical traits below:
  Stinger or Mandible: You grow a stinger or mandibles.
  Whenever you are within 5 feet of a creature, you can use
  your bonus action to sting or bite them. The creature must
  make a Constitution saving throw against your spell save
  DC, taking poison damage equal to your sorcerer level and
  becoming poisoned on a failed save, and half as much
  poison damage on a success. Creatures immune to being
  poisoned automatically succeed. Any creature who fails
  the saving throw can repeat it at the end of their next
  Two Sets of Wings: You grow two sets of wings, the
  design of which resembles that of a particular insect, such
  as a wasp, moth, or fly. You gain a flying speed of 40 feet.
  Exoskeleton: Your body becomes hardened in a chitin-like
  shell. Your armor class increases by 3 when you are not
  wearing armor or using a shield, and you reduce slashing,
  piercing, and bludgeoning damage you take from non-
  magical weapons by 2.
  Strengthened Limbs: Your limbs become hardy and
  strong. Your movement speed increases by 10 feet, and
  you count as one size larger when determining your
  carrying capacity and the weight you can push, drag, or
  lift.
  Hardy Constitution: Your body can endure extreme
  environmental conditions. You ignore difficult terrain, and
  can ignore the effects of extreme heat and extreme cold.
  Aquatic Adaptation: You have learned how to move in the
  water. You gain a swimming speed equal to your walking
  speed, and you can breathe both water and air.
  You can change one or two of these features out whenever
  you take a long rest.
  Heightened Metamorphosis
  Heightened Metamorphosis
  By 18th level, you have acclimated your body to being like
  that of a powerful insect. You gain immunity to poison and
  disease.
  In addition, you can use your action to spend sorcery
  points to enhance your metamorphosis form, and for each 2
  sorcery points you spend, you may gain one additional trait
  from your Metamorphosis Form feature. These additional
  features last for 1 hour, or until you become incapacitated.
  Sorcerous Origin:
  Sorcerous Origin:
  Oceanborn
  Oceanborn
  The powers of the sea, much like the sea itself, are vast,
  mysterious, and powerful. You are a sorcerer of the oceans
  and seas, having power over their waters and the creatures
  who live inside of them. Your family could have been filled
  with powerful sailors or beings of the depths, or maybe you
  almost drowned, and this awakened great magics that had
  lied dormant within you. Or, it could be that your bloodline
  somehow originated in the Elemental Plane of Water.
  Whatever the case may be, the magic that exists at your
  command is a powerful force, and can easily be one of the
  strongest forms of magic that exists.
  Oceanborn Quirks
  Oceanborn Quirks
  d6
  d6 Quirk
  Quirk
  1 Something of the sea, such as barnacles, seaweeds,
  coral, fins, or scales, are on parts of your body.
  2 Your fingers and toes are webbed, and you have gills
  on your neck.
  3 The great beasts of the sea are to be both feared and
  respected.
  4 The world, much like the seas, is both beautiful and
  unpredictable.
  5 You prefer to carry some containers of fresh and salt
  water with you at all time.
  6 Like the oceans of the world, the way you are deep
  inside might not be how you appear on the surface.
  Oceanborn Features
  Oceanborn Features
  Sorcerer Level
  Sorcerer Level Feature
  Feature
  1st
  Creature of the Seas, Waters of the Deep
  6th
  Strength of the Tides
  14th
  Form of the Hydronic
  18th
  Call of the Depths
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  Magic of the Ocean
  Magic of the Ocean
  Your familiarity with water and the seas gives you the option
  to learn some spells that focus on water and ice. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you gain an additional spell from the list below.
  These spells do not count towards the total number of spells
  you know, and the spells count as a sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  create or destroy water
  3rd
  misty step
  5th
  tidal wave
  7th
  control water
  9th
  maelstrom
  11th
  wall of ice
  Creature of the Seas
  Creature of the Seas
  Starting at 1st level, you have become accustomed to living in
  or near the water. You gain a swim speed equal to movement
  speed, and you can breathe water and air. You also learn how
  to read, write, and speak Aquan, and you can speak to sea
  creatures as if under the effects of the spell speak with
  animals.
  Waters of the Deep
  Waters of the Deep
  Beginning at 1st level, your control over water has begun to
  flourish. You learn the shape water cantrip, and it counts as a
  sorcerer cantrip for you.
  Additionally, your watery nature allows you to move like
  water itself. You can move through an enemy’s space but can’t
  willingly end your move there.
  Strength of the Tides
  Strength of the Tides
  At 6th level, your watery nature has granted you increased
  protection. You gain resistance to fire and acid damage.
                          In addition, you have learned how to summon
                           water to hinder your foes. When you see a
                          target within 30 feet of you make an attack, you
  can                  use your reaction to summon a wall of water in
                    front of the target to impose disadvantage on the
            attack roll. At 14th level, the range increases to 60 feet.
    Once you have used this feature, you cannot do so again
       until you finish a long rest.
  Form of the Hydronic
  Form of the Hydronic
  At 14th level, your watery composition allows you even
  greater maneuverability and defense. You have advantage on
  Dexterity checks made against being grappled.
  You also are able to push opponents back with a geyser
  blast of water. When you are hit by a melee attack, you can
  use your reaction to send a geyser of powerful water shooting
  towards the attacker. The attacker must also make a Strength
  saving throw against your sorcerer spell save DC. On a failed
  save, the attacker is pushed in a straight line up to 10 feet
  away from you.
  Call of the Depths
  Call of the Depths
  By 18th level, you have become an embodiment of the power
  of water. You gain immunity to fire and acid damage.
  Additionally, you can call upon a fearsome magical beast of
  water to come to your aid. As an action, you can spend 6
  sorcery points to cast the spell illusory dragon, however the
  spell changes in the following ways:
  The illusion assumes the shape and appearance of a
  creature of the sea, such as a kraken, water dragon, shark,
  or octopus.
  The magic used to creature the illusion is pulled from the
  Elemental Plane of Water, and is made of water and mist.
  The size of the illusion is Gargantuan.
  The only damage types you can have the illusion deal are
  acid, cold, or lightning.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
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  Sorcerous Origin: Primal
  Sorcerous Origin: Primal
  Hunter
  Hunter
  Your innate magic stems from the power that resides within
  the roaming beasts of the land, the natural hunters and
  strong predators. Sorcerers of this origin can sometimes
  trace their lineage back to some special encounter with a
  powerful beast, or an entity from the Beastlands. Others are
  descended from ancient shifters or lycanthropes, or even
  powerful predators of the wilds. Fewer still are those who
  grew up among the animals of a magical place, thus learning
  to adapt to be like them. Rare, deadly, and more wild than
  civilized, sorcerers of this origin are some of the greatest
  hunters and trackers of the world, and wield their magic
  alongside their animalistic nature.
  Primal Hunter Quirks
  Primal Hunter Quirks
  d6
  d6 Quirk
  Quirk
  1 The more rare the meat, the better the taste.
  2 Your body bears many traits of a particular animal, such
  as a wolf, bear, badger, lion, rat, or boar. You may have
  a body covered in fur, pointed hairy ears, sharp teeth,
  more of a snout than a nose, claws instead of
  fingernails, tusks, horns, or a tail.
  3 The wild animals are more family to you than civilized
  peoples.
  4 You sniff the air when you are tracking or hunting
  something.
  5 There are two kinds of creatures in this world: the
  hunters and the hunted.
  6 The stronger the opponent, the more respect you hold
  for them.
  Primal Hunter Features
  Primal Hunter Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Primal Nature, Marked Prey
  6th
  Pack Mind
  14th
  Improved Marked Prey
  18th
  Form of the Hunter
  Magic of the Beasts
  Magic of the Beasts
  Your familiarity with animals and beasts gives you the option
  to learn some spells that focus on animals, hunting, and
  tracking. When your Spellcasting feature lets you learn a
  sorcerer spell of 1st level or higher, you gain an additional
  spell from the list below. These spells do not count towards
  the total number of spells you know, and the spells count as a
  sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  longstrider
  3rd
  find traps
  5th
  conjure animals
  7th
  locate creature
  9th
  commune with nature
  11th
  find the path
  Primal Nature
  Primal Nature
  Beginning at 1st level, you share the sight and movement of
  beasts. Your darkvision increases by 30 feet, to a maximum of
  120 feet, and you gain a climbing speed equal to your
  movement speed.
  Additionally, you can speak with beasts, such as wolves or
  bears, as if under the speak with animals spell, and you learn
  the primal savagery cantrip, which does not count towards
  the total number of cantrips that you know.
  Marked Prey
  Marked Prey
  At 1st level, you have learned how to single out a target, as a
  predator tracks their prey. As a bonus action, choose one
  creature you can see within 30 feet of you. The target is
  marked for 1 minute. This mark ends early if the target dies,
  you die, or you are incapacitated. Until the mark ends, you
  gain the following benefits:
  • You do not provoke opportunity attacks from the marked
  target.
  • You add your Proficiency bonus to damage rolls against
  the marked target.
  • You have advantages on Wisdom (Perception) checks
  made to keep tracking the marked target’s movement, so long
  as the marked target stays on the same plane as you.
  You can’t use this feature again until you finish a short or
  long rest.
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  Pack Mind
  Pack Mind
  By 6th level, your magica aids you in the hunt. Your movment
  speed increases by 10 feet, and by spending 3 sorcery points,
  you gain advantage on attack rolls against a creature if at
  least one of the your allies is within 5 feet of the creature and
  the ally isn't incapacitated. This effect lasts for 1 minute.
  Additionally, your beast-like senses now grant you
  advantage on any Wisdom (Perception) checks that rely on
  hearing or smell.
  Improved Marked Prey
  Improved Marked Prey
  By 14th level, you are a master of the hunt. You may now use
  your Marked Prey feature twice per long rest. Additionally,
  your Marked Prey feature's range increases to 60 feet, and
  your movement speed increases by 10 feet.
  Form of the Hunter
  Form of the Hunter
  By 18th level, the savage magic of predators has fully
  manifested itself within you, and you have learned how to
  draw upon that power to assume a large, beast-like form of
  your choice. As an action, you may spend 6 sorcery points to
  transform yourself into a beast form of yourself. This form
  lasts for 1 minute, you die, or you are incapacitated. While
  this effect is active, you gain the following benefits:
  You have resistance to damage from spells.
  Your movement speed increases by 10 feet.
  You count as one size larger when determining the weight
  you can push, drag, or lift.
  When you use the primal savagery cantrip, you can affect
  up to two additional creatures within 5 feet of the original
  target.
  Whenever you reduce one target to 0 hit points on your
  turn, you regain hit points equal to half your sorcerer level.
  Once you have used this feature, you cannot do so again
  until you finish a long rest.
  Sorcerous Origin:
  Sorcerous Origin:
  Swampheart
  Swampheart
  The swamps of the world are home to some of the most
  adaptable creatures of the wild. You are no exception to this
  rule, aside from the magic that courses throughout your
  veins. It may have been the case that the wild magics that
  reside in some of the world’s most ancient swamps, or that
  you maybe had infused your blood with that of another entity
  of the swamp you had called home. You are a sorcerer of the
  swamp, and a powerful practitioner of magics that deal in
  acids, poisons, and maneuverability through both water and
  land, making you a great asset or a terrible foe.
  Swampheart Quirks
  Swampheart Quirks
  d6
  d6 Quirk
  Quirk
  1 Most call the swamp an area to avoid, whereas you call
  it home.
  2 You have webbed feet and hands, or a thick,
  waterproof coat of hair or fur.
  3 Don’t judge a place or the things residing in it by looks
  alone.
  4 You’re used to living frequently in both water and on
  land.
  5 Moss or vines grows on parts of your body.
  6 You’re used to eating small bugs, fish, and amphibians.
  Swampheart Features
  Swampheart Features
  Sorcerer Level
  Sorcerer Level
  Feature
  Feature
  1st
  Life of the Marsh, Breath Full of Mud
  6th
  One of the Fen
  14th
  Pests of the Wetlands
  18th
  Wrath of the Swamp
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  Magic of the Swamps
  Magic of the Swamps
  Your familiarity with swamps gives you the option to learn
  some spells that focus on fogs, acid, and nature. When your
  Spellcasting feature lets you learn a sorcerer spell of 1st level
  or higher, you gain an additional spell from the list below.
  These spells do not count towards the total number of spells
  you know, and the spells count as a sorcerer spells for you.
  Sorcerer Level
  Sorcerer Level
  Spell
  Spell
  1st
  fog cloud
  3rd
  melf's acid arrow
  5th
  stinking cloud
  7th
  grasping vine
  9th
  wrath of nature
  11th
  wall of thorns
  Life of the Marsh
  Life of the Marsh
  Beginning at 1st level, the magic of the swamps has altered
  your very being. You can breathe air and water, and you gain a
  swimming speed equal to your walking speed. In addition,
  you learn the shape water cantrip, which does not count
  towards the total number of cantrips you know.
  Breath Full of Mud
  Breath Full of Mud
  At 1st level, you have learned to use the mud from bogs to
  help you. As an action, you spew forth viscid mud onto one
  creature within 15 feet of you. If the target is Medium or
  smaller, it must succeed on a Dexterity saving throw against
  you spell save DC or be restrained for up to 1 minute. A
  creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success. At 14th level,
  you can target creatures of Large or smaller.
  One of the Fen
  One of the Fen
  By 6th level, you have adapted more to bogs and fens. You
  gain resistance to acid damage, and you ignore difficult
  terrain caused by swamps, bogs, and fens.
  Additionally, your familiarity with swamps has allowed you
  additional benefits. You cannot become lost in a swamp, by
  both magical and non-magical means, and you have
  advantage on Wisdom (Survival) checks made while in
  swamps or marsh.
  Pests of the Wetlands
  Pests of the Wetlands
  At 14th level, you have learned how to summon the pests of
  the swamp to your aid. When you are hit by a melee attack,
  you can use your reaction to summon a light green cloud
  filled with a swarm of insects to the attacker as the insects
  pierce into their skin. The attacker must also make a
  Constitution saving throw against your sorcerer spell save
  DC. On a failed save, the attacker takes acid damage equal to
  half your sorcerer level.
  Wrath of the Swamp
  Wrath of the Swamp
  By 18th level, you know that the powers of the swamp can
  always aid you, no matter where you are. You gain immunity
  to acid damage.
  In addition, as an action you can spend 6 sorcery points to
  slam your hands into the ground, transforming the nearby
  terrain to create a swamp that grows to a circle with a 30 foot
  radius centered on you. You and a number of creatures up to
  your Charisma modifier are immune to the swamp’s magic.
  This swamp has the following effects:
  This land is difficult terrain.
  The swamp is filled with a dense fog, and each creature
  within the swamp has disadvantage on Wisdom
  (Perception) Checks that rely on sight or smell.
  Each creature who is in the swamp’s range when this
  effect is cast must make a Constitution saving throw
  against your spell save DC, or become poisoned.
  Creatures who cannot be poisoned are immune, and
  creatures who succeed the saving throw initially are
  immune to the swamps poison. A creature who is
  poisoned can repeat the saving throw at the end of each of
  its turns.
  When a creature does not move on it’s turn while within
  range of this ability, it must make a Dexterity saving throw
  against your spell save DC, or begin to sink into the
  swamp and become grappled.
  Once you use this feature, you cannot do so again until you
  finish a long rest.
  Swampheart Ideals
  Swampheart Ideals
  A special note for Swampheart sorcerers is that
  they often live alone in bogs and swamps
  throughout the land, enjoying a life often
  undisturbed by others. Another potential creative
  route that you can take with your Swampheart
  Sorcerer is including one, or multiple, of the
  following Ideals that your character lives by.
  d6
  d6 Ideal
  Ideal
  1 Somebody once told you that the world was
  gonna roll you.
  2 You've been told that you are not the sharpest
  tool in the shed.
  3 To you, once the years start coming, they will
  not stop coming.
  4 You have always felt that it doesn't make sense
  not to live for fun.
  5 In life, there is so much to do, and, of course,
  so much to see.
  6 You think that one will never shine if you don't
  ever glow.
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  Additional Player
  Additional Player
  Options: Roll Tables
  Options: Roll Tables
  What are sorcerers without their unique qualities? From how
  the world reacts to them to how they wield their magic,
  sorcerers have rare and incredible features that make them
  who they are. Below are four d6 roll tables that are geared
  more towards the origins presented in this compendium, and
  as such will focus more on aspects related to nature and
  animals.
  However they can be used for anyone building a sorcerer,
  particularly if someone has a specific character or backstory
  in mind. Feel free to use any of these roll tables for your
  sorcerer! And DM's, perhaps these tables can help you in
  creating unique NPC's!
  Additional Arcane Origins
  Additional Arcane Origins
  Use this roll table for additional options for how your
  sorcerer discovered or gained their powers. What was the
  source? What does it tie to in the world?
  d6
  d6 Arcane Origin
  Arcane Origin
  1 Your bloodline is tied to the land itself.
  2 An entity from another plane, such as the Beastlands
  or the Elemental Plane of Water, blessed your family.
  3 Your magical powers stem from a birth overseen by
  powerful elementals or beasts.
  4 You were raised by the animals of the wilds, and
  discovered your magic through them.
  5 Your family comes from an ancient line of druids.
  6 Your family raised you to be a protector of the lands
  and animals.
  Additional Reactions
  Additional Reactions
  Use this roll table for additional options on how the world
  and the people in it react to your sorcerer. Are they appalled
  and fearful, or are they in awe and full of praise for you and
  your abilities?
  d6
  d6 Reaction
  Reaction
  1 Your powers are seen as signalling the start of a golden
  era for animals or nature.
  2 Some fear your power, perhaps as a result of your
  actions, or simply your appearance.
  3 Your magical abilities brought forth a renewed interest
  of nature in your village or city.
  4 The magic you wield is seen as being a part of the
  natural world, just like the weather and animal
  migrations.
  5 Your powers came suddenly and abruptly, causing you
  to lose control and thus become despised by your
  community.
  6 Animals and critters in your community interacted
  with you more than the people did.
  Additional Supernatural Marks
  Additional Supernatural Marks
  Use this roll table for additional options for the unique
  qualities that your sorcerer has that sets them apart from
  other wielders of magic. Is it source of pride and power, or a
  mark of shame that should remain hidden?
  d6
  d6 Supernatual Mark
  Supernatual Mark
  1 Your eyes resemble that of a an insect or animals'.
  2 You have webbed fingers and toes, long fur, or some
  other animal part.
  3 Your breath smells salty, foul, or like that of a panting
  animal.
  4 You always smell earthy or dirty, even when scrubbed
  clean.
  5 Your feet and toes resemble fins, paws, claws, or have
  an insect-like appearance
  6 Your speech sounds like a collection of chittering
  noises, warbled by water, or rough.
  Additional Signs of Sorcery
  Additional Signs of Sorcery
  Use this roll table tof additional options for the effects that
  wielding your magic has on either you or the surrounding
  environment. Is your magic a telltale signal of who you are,
  like a trademark? Or is it something that reveals more about
  who you are and where your magic originates?
  d6
  d6 Sign of Sorcery
  Sign of Sorcery
  1 You follow or begin the verbal components of spells in
  the sound of an animal calling.
  2 Your eyes flash with wild fury when you use the
  somatic components of spells.
  3 You deliver the somatic components of spells in a wild
  display of movement.
  4 When you begin casting a spell, tiny creatures of the
  land or sea begin crawling over your body, then
  disappear when you are finished casting.
  5 The air around you when you cast a spell smells of salt
  water, bog water, or like an animal's den.
  6 Your body's hair, fur, or feathers stand up immediately
  before and after you cast a spell.
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  Additional Spells
  Additional Spells
  Below are a handful of spells that can add some extra flavor
  and power to your sorcerer, or even another class that the
  spell is available to. These spells are presented in
  alphabetical order by name, and will list the class availability
  of the spell underneath the name of the spell itself.
  Feel free to have fun in building your character with these
  new spells!
  Spell List
  Spell List
  1. Acidic Arrow Volley
  2. Mudslide
  3. Spidersilk Whip
  4. Summon Plants
  Acidic Arrow Volley
  Acidic Arrow Volley
  (Available for druid, sorcerer, wizard)
  6th-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (one piece of ammunition or one
  thrown weapon)
  Duration: Instantaneous
  '
  You toss the piece of nonmagical ammunition or
  nonmagical thrown weapon into the air and choose a popint
  within range. Hundreds of duplicates of the ammunition or
  weapon fall in a volley from above and then litter the ground.
  Each creature in a 40-foot-radius, 20-foot-high cylinder
  centered on that point must make a Dexterity saving throw. A
  creature takes 8d8 acid damage on a failed save, or half as
  much damage on a successful one. The hundreds of
  ammunition then turn into small pools of acid, making the
  area become difficult terrain until the beginning of your next
  turn.
  Mudslide
  Mudslide
  (Available for druid, sorcerer, wizard)
  4th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A handful of mud)
  Duration: Instantaneous
  You slam both hands on the ground while facing your
  enemies, causing a mud wave to explode from the ground in
  a line that shoots towards them. The line travels 30 feet in
  the direction you are facing and has a width of 15 feet.
  Each creature in the wave must make a Dexterity saving
  throw. A creature takes 4d6 bludgeoning damage and is
  knocked prone on a failed save, and half as much damage on
  a succesful one and is not knocked prone.
  This uprooting of the land turns the wave's area of effect
  into difficult terrain until the end of your next turn.
  Spidersilk Whip
  Spidersilk Whip
  (Available for druid, ranger, sorcerer, warlock, wizard)
  2nd-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (one small spider)
  Duration: Concentration, up to 10 minutes
  '
  You imbure the spider with magic, causing it to spew forth
  a whip made out magical silk. The whip is similiar in size and
  shape to a whip, and it lasts for the duration. If you let go of
  the whip, it disintigrates, but you can make the spider conjure
  another silk whip again as a bonus action.
  You can use your action to make a melee spell attack with
  the silk whip. On a hit, the target takes 2d6 acid damage. On
  a hit, you may choose to force the target to make a strength
  saving throw against your spell save DC, if they are of size
  Large or smaller. On a failed save, the target is grappeled by
  the silk whip. A creature can repeat this save at the beginning
  of each of its turns, or you can choose to end this effect at
  will.
  At Higher Levels: When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d6 for
  every two slot levels above 2nd.
  Summon Plants
  Summon Plants
  (Available for druid, sorcerer, wizard)
  4th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (one leaf or twig per creature
  summoned)
  Duration: Concentration, up to 1 hour
  '
  You summon plant creatures that appear in unoccupied
  spaces that you can see within range. Choose one of the
  following options for what appears.
  One plant creature of challenge rating 2 or lower
  Two plant creatures of challenge rating 1 or lower
  Four plant creatures of challenge rating 1/2 or lower
  Eight plant creatures of challenge rating 1/4 or lower
  A summoned creature wilts to nothing when it drops to 0
  hit points or when the spell ends. The summoned creatures
  are friendly to you and your companions. Roll initiative for
  the summoned creatures as a group, which have their own
  turns. They obey any verbal commands that you issue to them
  (no action required by you). If you don't issue any commands
  to them, they defend themselves from hostile creatures, but
  otherwise take no actions. The DM has the creatures'
  statistics.
  At Higher Levels: When you cast this spell using certain
  higher-level spell slots, you choose one of the summoning
  options above, and more creatures appear - twice as many
  with a 6th-level slot and three times as many with an 8th-level
  slot.
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  Conclusion
  Conclusion
  Art Credits
  Art Credits
  Home of Pan- Castlevania: Lord of Shadows Concept Art:
  https://www.creativeuncut.com/gallery-14/clos-home-of-
  pan.html
  MTG: Hatchery Spider by Dopaprime:
  https://www.deviantart.com/dopaprime/art/MTG-
  Hatchery-Spider-766800085
  Myconid Vista by WestlyLaFleur:
  https://www.deviantart.com/westlylafleur/art/Myconid-
  Vista-673281068
  Monster Girl Challenge - Insect by RaikohIllust:
  https://www.deviantart.com/raikohillust/art/Monster-Girl-
  Challenge-Insect-320359157
  Water Mage Stage 3 (Super Rare) by mictones:
  https://www.deviantart.com/mictones/art/Water-Mage-
  Stage-3-Super-Rare-337363386
  Curse of the Nightly Hunt by Daarken:
  http://gatherer.wizards.com/Pages/Card/Details.aspx?
  name=Curse+of+the+Nightly+Hunt
  Swamp by parkurtommo:
  https://www.deviantart.com/parkurtommo/art/Swamp-
  585604674
  Legal Information
  Legal Information
  This Homebrew material is to supplement Dungeons and
  Dragons 5th Edition.
  Sorcerer as a class was created by Wizards of the Coast
  The Homebrewery is licensed using the MIT License.
  Special Thanks
  Special Thanks
  Special thanks to Homebrewery for this wonderful program
  to create quality homebrew content!
  Another special thanks to u/Chris_Chroma for
  grammatical and formatting assistance, and u/DrGoo282 for
  some specific feedback and suggestions
  A final special shoutout to Chris, Dan, Korrigan, Tate,
  Kevin, Ben, and Brandy, for playtesting this material and for
  being an awesome party for D&D!
  Created by u/Yorviing
  12
  Conclusion| Legal Information & Special
  Thanks
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Children of the Wild.pdf