Base Class: Sorcerer
The Primal Sorcerer is a variant of divine soul, where instead of gaining access to the cleric spell list they gain access to the druid spell list.
Note: You cannot twinned spell spells that summon creatures.
Primal Magic
Your link to the few wild allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your primal power: fire, water, air, earth, or thunder. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.
| Affinity | Spell |
|---|---|
| Fire | burning hands |
| Water | ice knife |
| Air | fog cloud |
| Earth | earth tremor |
| Lightning | [Tooltip Not Found] |
Air
You learn the fog cloud spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Earth
You learn the earth tremor spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Fire
You learn the burning hands spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Lightning
You learn the thunderwave spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Water
You learn the ice knife spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Fey Power
Starting at 1st level, primal magic enhances some of your spells. If you cast a spell that affects one creature, and they must make a saving throw to resist or negate the effects of that spell, you may impose disadvantage on their saving throw.
Empowered Healing
Starting at 6th level, the fey energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
Elemental Resistance
You gain resistance to a damage type based on the affinity you chose for your Primal Magic.
The affinity you chose for your Primal Magic feature determines your resistance: Air -> Thunder, Fire -> Fire, Lightning -> Lightning, Water -> Cold, Earth -> Poison.
Fey Charm
You gain advantage on all checks to influence a humanoid. You also are immune to spells that would charm you or put you to sleep.
Previous Versions
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1/24/2023 9:03:32 PM
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