Sorcerer
Base Class: Sorcerer

Your innate magic comes from the primal magic of nature that has been poisoning your bloodline for years, decades, or even centuries. Most sorcerers of this origin can trace their magic to the curse of a woodland creature, or an infection from a monstrosity that delved deep within nature. The magic that infects you is frightening, and, as the rarest origin, is also the one that is associated with pure terror.

Animalistic Reversion

At first level, your body goes through a reversion to it's primal state, becoming more suited to surviving in the wild. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Strength modifier if you aren't wearing armor or using a shield. Your skin assumes a thick, furry hide that is rough to the touch. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor or a shield.

While you have this second effect active, you and all creatures within 30 feet of you have disadvantage on all Charisma checks except for Charisma (Intimidation) checks.

Monstrous Strength

At 1st level, when you roll damage for a melee spell attack against a creature within your reach, you can add your strength modifier to the damage roll.

Primal Spellcasting

Starting at 1st level, the primal magic flowing through your veins gives you the powers of the ancient and mysterious forces of the forest. You learn the Primal Savagery cantrip. As well, you learn additional spells when you reach certain levels within this class, as shown by the Primal Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You cannot replace these spells when you gain a level in this class.

Primal Magic  
Sorcerer Level Spells
1st Inflict Wounds
3rd Flame Blade
5th Vampiric Touch
7th Shadow of Moil*
9th Steel Wind Strike*

Frightening Anatomy

At 6th level, you can use your magic to instill fear in the hearts of the weak. After making a melee spell attack against a creature within your reach, you can spend 1 sorcery point and target one creature within 30 feet of you as a bonus action. You cannot target a creature that you have damaged this turn. That target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of their next turn.

At the start of their turn, a creature who is under the effect of your Frightening Anatomy feature must use their current movement speed to move as far away from you as possible. After it does so, it can take its turn as normal.

You are unable to cause damage to creatures frightened by your Frightening Anatomy feature.

Monstrous Transformation

At 14th level, when your life is threatened by powerful enemies, you can use your primal magic to turn into a powerful, ancient monstrosity. After casting a Sorcerer spell of 1st level or higher, you can choose to activate your monstrous form. This form lasts for 1 minute, but ends early if you die, become incapacitated, or don armor or a shield. While you are in this form, you gain the following benefits.

  • If your size is Medium or smaller, it increases to Large.
  • Your creature type changes to Monstrosity.
  • Your walking speed increases by 10 feet.
  • Your reach increases by 5 feet.
  • Your current hit points and hit point maximum increase by 2 per sorcerer level.
  • Your strength score increases by 2, up to a maximum of 30.

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

Primordial King

Beginning at 18th level, when you use your Frightening Anatomy feature against a creature, you can choose to end that creature's turn after it finishes its movement.

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