Sorcerer
Base Class: Sorcerer

Accompanied by a familiar in battle, adepts of the art of Arcanima derive their might from symbols of the elemental planes that lace the weave within them. Held within the souls of every living thing, these symbols lend shape to the Primordial Heart's abilities and familiars, thereby allowing them to produce a myriad of powerful elemental companions in combat known as Anima.

Primordial Volition

1st-level Primordial Heart feature

Starting at 1st level you learn to concentrate your life essence to manipulate your spells. When you cast a spell that deals a type of damage from the following list, you can spend hit points equal to two times the level of the spell to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Devise Anima

1st-level Primordial Heart feature

Starting at 1st level you learn to use a part of your soul to transmogrify the elements around you into a familiar called an anima. As an action, you choose one of four different anima types; Aquan, Aruan, Ignan, and Terran. The anima appears in an unoccupied space of your choice that you can see within 30 feet of you.

The anima is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Devised Anima stat block, which uses your proficiency bonus (PB) in several places. You determine the anima’s appearance. Most anima take the form of a small beast that most represents the personality of the creator.

DEVISED ANIMA

Armor Class 11 + PB + level of spell slot used(natural armor)

Hit Points 5 + five times your sorcerer level

Speed 20 ft.; burrow 20 ft. (Terran only); fly 20 ft. (hover) (Ignan only); fly 40 ft. (Aruan only); swim 30 ft. (Aquan only)

STR
10 (+0)
DEX
16(+3)
CON
14 (+2)
INT
8 (-1)
WIS
15 (+2)
CHA
11 (+0)

Damage Resistances Fire (Aquan only); Lightning and Thunder (Auran only); Bludgeoning, Piercing, and Slashing from Nonmagical Attacks (Terran and Aquan only)

Damage Immunities Poison; Acid (Aquan only); Fire (Ignan only)

Condition Immunities charmed, frightened, grappled(Aquan and Auran only), restrained(Aquan and Auran only)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Bulwark (Terran Only). When a creature within 5 feet of the anima makes an attack against a target other than it, the anima can use its reaction to become the target of the attack.

Elusive (Auran Only). The anima doesn’t provoke opportunity attacks when it flies out of an enemy’s reach and has advantage on dexterity saving throws.

Flame Swathe (Ignan Only). The anima's weapon attacks deal PB damage to each hostile creature within 5 feet of target.

Sodden Salve (Aquan Only). The anima can enter any creature's space and stop there. The anima can move through a space as narrow as 1 inch wide without squeezing. A friendly creature that starts its turn within 5 feet of the anima gains PB temporary hit points.

Actions

Multiattack. The anima makes a number of attacks equal to half PB (rounded up).

Primordial Blast. Ranged Weapon Attack: your spell attack modifier to hit, range 80 ft., one target you can see. Hit: 2d4 + PB bludgeoning damage (Terran only), acid damage (Aquan only), thunder damage (Auran only) or fire damage (Ignan only).

Primordial Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB bludgeoning damage (Terran only), acid damage (Aquan only), thunder damage (Auran only) or fire damage (Ignan only).

In combat, the anima shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the anima can take any action of its choice, not just Dodge.

The anima manifests for 8 hours, until it is reduced to 0 hit points, or until you die. You can dismiss your anima as an action.

Once you manifest an anima, you can’t do so again until you finish a long rest or until you spend a spell slot to manifest one, doing so increases the armor class of the anima by the level of spell slot used to manifest it again.

Revised Anima

6th-level Primordial Heart Feature

At 6th level, you learn to improve your anima or shift types by exerting yourself even further. You can spend 1 sorcery point when you use a bonus action to command your anima, to shift the type of anima it is. Additionally, when you manifest or shift your anima you can choose to spend 1 sorcery point to gain the following aura based on the anima type:

Aquan Aura. The anima temporarily nullifies the following nonmagical conditions affecting friendly creature’s within 10 feet of it: Blinded, Deafened, Paralyzed, or Poisoned.

Auran Aura. When an attack misses the anima or any friendly creature within 10 feet of it, the attack is redirected to another target within range of that attack. The redirected attack uses the same roll to determine whether the attack hits or not.

Ignan Aura. When a hostile creature hits the anima while within 10 feet of it, that creature takes two times PB fire damage. 

Terran Aura. Friendly creature’s within 10 feet of the anima can use a bonus action to gain resistance to nonmagical bludgeoning, piercing and slashing damage until the end of their next turn.

This feature remains active even when the anima has shifted types and until it has been destroyed or the duration has run out.

Bond Anima

6th-level Primordial Heart feature

At 6th level, your connection to your anima is heightened. As an action, you can see through your anima’s eyes and hear what it hears until the start of your next turn. During this time, you can also speak through your anima.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your anima. While within the aura from your Revised Anima feature, you can make any spell you cast that targets only you also target the anima.

Corrected Anima

At 14th level, you untangle the weave within, correcting the imperfections of your soul and the anima created from it. When you manifest your anima you can spend 4 sorcery points to have your anima gains the following features:

Essential Unity. When you choose the type of anima you manifest you can choose two options, gaining the benefits of both. You choose between the damage types when it hits with a weapon attack. The anima also gains the aura effects of the Revised Anima feature without having to spend a sorcery point. You must spend 1 sorcery point for each form if you decide to shift it while this feature is active.

Cultivated Aspect. The anima grows to Large size. The size of auras the anima produces increases by an additional 10ft.

In addition, the anima’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. Moreover, the anima’s weapon attacks deal increased damage, when you add your proficiency bonus to damage rolls, double it.

Perfected Anima

18th-level Primordial Heart feature

At 18th level, you unravel the threads of the elemental planes by fusing their power into one being. As an action, you spend 6 sorcery points to transform your current anima into its ultimate form. While in this form the anima gains the features of all four types of anima and regains all of its hit points. The anima grows to Huge size. It gains the effects of all auras from the Revised Anima feature and the size of all auras increases by an additional 10ft. You also gain all of the anima’s resistances and immunities for the duration.

The anima remains in this form for 1 minute. After the duration, the anima reverts back to the state it was in before the transformation. You may choose to end this transformation as a bonus action.

Primordial Heart Image

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