Out in the wild areas of the world, the spirits seem to command much greater power and respect. Most of the time, these spirits only communicate with Shamans or members of the Barbarian class. But interacting with spirits of nature sometimes leaves a lingering mark upon a person — something that can be passed on to the next generation, granting them the power to cast magic, creating the sorcerous origin of Spirit Blood.
Your innate magic comes from the spirits of nature, the very same spirits known by Barbarians that take the Path of the Totem Warrior. One of your ancestors was a one of these barbarians, or perhaps a gifted shaman, whose connections to the spirits were so strong that these spirits have decided to watch over you. Or perhaps moments after your birth, a spirit fleeing some monstrosity took refuge in your body, merging with you and granting you powers. Whatever the reasons, your soul has been augmented with the energies of the spirit world, and these energies are the source of your power.
Your blood calls to you, granting you kinship with the animal world. At 1st level when you choose this origin, you gain the ability to cast speak with animals. At 3rd level you gain the ability to cast beast sense. These spells are in addition to any spells known.
At first level when you choose this origin, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. Optionally, you can also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a wolf spirit, your ears may be pointed, or your nose may be large and beak-like if your totem spirit is an eagle.
Below is a list of totem animals and their associated attributes. If it’s more appropriate to your homeland, you can choose a related animal instead. For example, you could choose a dingo or coyote in place of a wolf.
Bear. Your hit point maximum increased by 1 and increases by 1 again whenever you gain a level of this class. Furthermore, your hide grows thick and hairy and when you aren’t wearing any armor, your AC equals 13 + your dexterity modifier.
Eagle. Invoking your inner power, you gain peerless perception. As a bonus action, you may gain the sight of the Eagle. Your eyes turn yellow and glow slightly, granting you Darkvision out to 60ft and giving you advantage on Wisdom (Perception) checks dependant on sight for a number of minutes equal to your Charisma Modifier. Once you activate this ability, you can’t use it again until you complete a long rest, unless you spend a sorcery point for each additional use.
Wolf. You can howl like a wolf, granting you several abilities. First, as a bonus action you may unleash a howl that can be heard for a number of miles equal to your Charisma modifier. Additionally, as a bonus action, you can let out an inspiring howl. Choose a number of creatures up to your Charisma modifier (minimum of one creature). The next saving throw they roll within 1 minute is made with advantage, and if they are suffering any condition that allows them to roll a saving throw to end the effect, they may roll a saving throw immediately. Once you activate this ability, you can’t use it again until you complete a long rest, unless you spend a sorcery point for each additional use.
Beginning at 6th level, when you take damage from a creature, you can use your reaction to spend 1 sorcery point to cast a 1st level spell or a cantrip that affects that creature.
At 14th level you gain the ability to cast a cantrip based on the spirit totem animal of your choice. You can choose the same animal you selected at 3rd level, or a different one. Depending on which cantrip you choose, you gain an enhanced effect with it. If you already know the cantrip, you may select a different cantrip.
Bear. The roar of the bear bursts from within you. You gain the cantrip Gust (Elemental Evil Players Companion), when you cast this spell, you may use any effects the spell normally has, or choose this one.
One Medium or smaller creature that you choose must succeed on a Strength saving throw or on a failed save they take 1d6 bludgeoning damage and are pushed 10 feet away from you. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Eagle. Wings formed from spiritual energy burst from you, creating a deafening sound. You gain the cantrip Thunderclap (Elemental Evil Players Companion), when you cast this cantrip, instead of rolling d6 damage your roll d8 instead. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Wolf. The jaws of the Spirit Wolf form in the air, cold and hungry. You gain the cantrip Frostbite (Elemental Evil Players Companion) When you cast this cantrip, instead of rolling d6 damage your roll d8 instead. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Starting at 18th level you gain the ability to take the form of an animal; your shape depends on the totem choice you made at 1st level. If you chose bear, you take the form of a brown bear, if you chose eagle, you take the form of a giant eagle, and if you chose wolf you take the form of a dire wolf. You can use this feature only once before you complete a long rest. However, you may spend a sorcery point to use the Spirit Shape any number of times after the first.
You can stay in a Spirit Shape for a number of hours equal to half your sorcerer level (rounded down), and otherwise functions exactly like the Wild Shape ability of Druids, other than the limit to your totem animal form. By spending a sorcery point, you may cast a spell while using the Spirit Shape ability.
Update – We got some feedback on the article and made a few changes to the class abilities. Specifically we swapped the 6th and the 18th level ability, and we changed the Eagle ability from level one. Originally we gave the Eagle True Sight, mainly because due to my DM style it honestly is a mostly useless ability (As I don’t use a lot of illusion shenanigans in my personal games). However, people were correct, if you do in your personal game that ability is far to powerful.