Sorcerer
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

Name Date Modified Views Adds Version Actions
1/24/2023 9:03:32 PM
2
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes