Sorcerer
Base Class: Sorcerer

Primordial sorcery is magical power that comes from the elemental Planes of Air, Fire, Water, and Earth. They are granted abilities based around this elemental heritage.

Primordial Magic

1st-level Primordial Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Primordial Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, druid, or wizard spell list.

Primordial Spells
Sorcerer Level Spells
1st create or destroy water, hellish rebuke
3rd scorching ray, spike growth
5th erupting earth, water walk
7th control water, storm sphere
9th maelstrom, wall of stone

In addition, consult the Manifestations of the Primordial table and choose or randomly determine a way your connection to the primordial manifests while you are casting any of your sorcerer spells.

Manifestations of the Primordial
d6 Manifestation
1 A sharp wind curls around you.
2 A visage of the elemental planes appear in your eyes.
3 Sources of water lightly roil within 30 feet of you.
4 Embers seem to float from your body.
5 Your spellcasting focus temporarily glows with spectral fire.
6 The thunder of a distant storm can be heard by you and those affected by your magic.

Bonus Cantrip

You gain a Cantrip of your choice representing your primary elemental plane

Air

You learn the gust cantrip

Earth

You learn the mold earth cantrip

Fire

You learn the control flames cantrip

Water

You learn the shape water cantrip

Primal Form

1st-level Primordial Soul feature

You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Additionally, You can manifest an aspect of power from the elemental planes. As a bonus action, you transform for 1 minute. Choose one of the following damage types, acid, cold, fire, lightning, thunder, or force. You gain the following benefits while transformed:

  • Your creature type becomes elemental.
  • You gain resistance to your chosen damage type
  • When you deal damage with your chosen damage type to a creature, you can deal additional damage equal to your proficiency bonus.
  • You are immune to the poisoned condition.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Uncontrollable Elements

6th-level Primordial Soul feature

When you complete a short rest, you regain 1 use of your primal form feature if you've expended any uses.

You also gain these additional benefits in your Primal Form:

  • You can move through the space of other creatures without expending additional movement, you also ignore difficult terrain.
  • When you move through another creatures space, you can use your reaction to force the creature to make a constitution saving throw, against your spell save dc or take damage of the chosen type, this damage equals your charisma modifier.
  • When you deal damage with your chosen damage type it ignores resistance, if it already has this effect it also ignores immunity to the damage type.

Molder of Worlds

14th-level Primordial Soul feature

Whenever you cast a spell that affects an area of water, earth, fire, or air the area that is affected is doubled. This extends to spells and abilities that don't directly deal damage.

You gain additional benefits while in your primal form.

  • When you enter your primal form you can choose 2 damage types instead of 1.
  • You gain immunity to the grappled and restrained conditions.

One With The Planes

18th-level Primordial Soul feature

You permanently show your elemental ancestry. Your creature type becomes elemental. You gain resistance to acid, cold, fire, lightning, and thunder damage. If you use your bonus action to enter Primal Form it now empowers your form:

  • Instead of gaining resistance with your 2 chosen damage types you instead gain immunity.
  • You can spend your reaction when you take damage from a type associated with your primal form, swapping one of your chosen elements.

As an action, You can target one creature that isn't an Elemental or Construct and force it to make a Charisma saving throw equal to your Spell Save DC or be banished to one of the Elemental Planes of your choosing. If a creature succeeds on the saving throw they instead take 10d6 acid, cold, fire, lightning, thunder, or force damage (your choice). You can use this ability once per long rest, or expend 8 sorcery points to use it again.

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