Base Class: Sorcerer
You have a connection to some source of primal power, perhaps you are the child of a dryad or anoter nature spirit and a humanoid. Or you were conceived through a druidic ritual to be the next chief of your clan. Or the blood of a primal beast mixed with yours while you were injured.
Or perhaps you were chosen as the protector of a sacred forest by higher powers. Or maybe you were simply born under the right circumstances, such as under the light of a red moon or a solar eclipse.
Whatever the case may be, your magic comes from the primal power that courses through your veins. You could be connected to a wide reaching primal source such as the moon, the land, the stars, and so on or a more specific one such as a sacred underground lake or a magical oasis, or your own blood could be your primal source.
Some cultures may see Primal Bloods in very similar ways to Divine Souls, while in others they might be seen very differently or even be confused as the same.
You decide the origin of your character's magic and how they relate to it, but you may consult the Primal Origins table for possible origins.
Primal Origins
d8 | Origin |
---|---|
1 |
You were created through a druidic ritual and raised to become a spiritual guide, but you could never feel that connection other than through physical manifestations of your power. |
2 |
You found a dying unicorn and in its final moments of desperation it blessed you. Now you are forever bound to the forests it protected, able to feel their pain and cries for help whenever they are abused by humanoids. |
3 |
You are the child of a spirit of the wilds and a humanoid that they seduced under an illusory guise, only for your mortal parent to discover their true nature the night that they abandoned you. |
4 |
Ever since you were born you could feel the call of nature, you could hear the whistling in the wind and understand its words, you could listen to the critters in the streets chitter and understand their meaning, you could see the sun rise atop the sky and feel that something was calling to you. You don't know what it is, but it calls for you. |
5 |
You were burned by primordial fire and survived, now that fire burns within you. You are convinced you must tame it, else you'll be consumed by it. |
6 |
Your mother ran away during a lunar eclipse, where all was dark a star shone brightly to guide her way, and as she found herself in safety for the first time amid the darkness, under its caring light you were born. |
7 |
The ship in which you sailed was destroyed by a kraken and only you survived, but as the waves carried your damaged body the blood of the injured kraken mixed with yours. Now with its own powers, you vowed to take revenge. |
8 |
While lost in the wild grip of nature, starved and alone, unprotected from the elements for longer than you can recall. Your mind began to wander, delusions blending with reality, but in that moment of insanity you grasped something, some hidden truth or meaning. And as you awoke you could feel your connection to the land in which you nearly died. |
Primal Magic
Your link to your primal source 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 a Druid Circle that has an additional spell list. You learn those additional spells when you reach certain levels in this class, as shown on the Primal 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. If the druid subclass' additional spells table has more spells of a certain level than those on the Primal Spells table you get to pick which ones you get, and if it has less then you must choose a druid spell of that same level instead.
Primal Spells
Sorcerer Level | Number of Spells |
---|---|
1st |
two first level spells |
3rd |
two second level spells |
5th |
two third level spells |
7th |
two fourth level spells |
9th |
two fifth level spells |
Primal Ward
Your connection to your primal source grants you a well of power that you can use to protect yourself and those in your care. A magical ward surrounds you at all times, it has a hit point maximum equal to twice your sorcerer level + your proficiency bonus + your constitution modifier + your charisma modifier and it has a reach of 30 feet. If the ward has 0 hit points it's magic remains. Once you finish a long rest your ward recovers all of it's hit points.
You can use your ward for various magical effects, you gain new uses for it and it's reach increases to 60 feet at 6th level, 90 feet at 14th level, and 120 feet at 18th level.
Block Damage: When a creature that you can sense within your ward's reach takes damage, you can use your reaction to cause your Primal Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
Recover Damage: Whenever you take a short rest you may roll any number of hit dice you have and heal your ward for that same amount. The hit dice are spent.
Ward of Life
You have learned to sense and interact directly with the energy of living creatures through your ward, allowing you to use it for the following magical effects:
Sense Life: As a bonus action, you can sense any creatures within your Primal Ward's reach until your next turn. When you take this action you must spend 5 of your ward's hit points in order to activate it and you can keep it active by refreshing it's duration once it ends for 10 of your Primal Ward's hit points.
Grant Life: As an action you can remove any number of hit points from your Primal Ward and heal a creature within it's reach for that same amount.
Take Life: As an action you can remove any number of hit points from your Primal Ward and deal that same amount of necrotic damage to a creature within it's reach. The creature must make a constitution saving throw against your spell save DC, on a successful save it takes half as much damage.
Exchange Life: As a bonus action you can roll a hit die + your proficiency bonus + your constitution modifier + your charisma modifier and heal your Primal Ward for the amount rolled. The hit die is spent and you can only do this a number of times equal to your proficiency bonus per long rest.
Natural Potency
You've become adept at the use of your Primal Ward, allowing you to use your Metamagic with it's effects as if they were 1st level spells.
In addition, your ward's magical effects have been improved and expanded:
Recover Damage: You now add your your proficiency bonus + your constitution modifier + your charisma modifier to the hit points recovered.
Take Life: You are now healed for the amount of damage the creature took.
Exchange Life: When you use Exchange Life you can now spend 3 sorcery points to double the amount of hit points restored to your Primal Ward.
Primal Force: As an action you manifest your Primal Ward as a wave of force in order to push creatures with it. You create a cone originating from any point of your choosing within your Primal Ward's reach, the cone has 10 feet of size for every 5 hit points of your ward you spend to create it, with a maximum of 60 feet (30 hit points). The cone must fit within your Primal Ward's reach and all creatures other than you and creatures you summon, create, or animate within the cone's area must make a constitution saving throw against your spell save DC, taking 6*6 force damage and being pushed 15 feet away from the cone's point of origin on a failed save, and take half as much damage and are pushed 5 feet on a successful save.
Crown of Nature
You have the supernatural ability to command reality within your Primal Ward's reach. As a result, creatures and objects you summon, create, or animate within your Primal Ward's reach have 6 + your constitution modifier + your charisma modifier temporary hit points and you have advantage on saving throws to maintain concentration on summoning and area-of-effect spells that are in and fit within your Primal Ward's reach.
Command Reality: If a spell, ability, or effect originating somewhere within your Primal Ward's reach would affect a creature differently if it was willing, you can sped 3 sorcery points or 10 of your Primal Ward's hit points to cause that spell, ability, or effect to treat any number of creatures within your Primal Ward's reach as if they were willing.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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12/15/2022 6:59:44 PM
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16
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0.1
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Coming Soon
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12/19/2022 2:26:26 AM
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20
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0
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0.2
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Coming Soon
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