Sorcerer
Base Class: Sorcerer

You transcend the boundaries of magic, becoming a living conduit for elemental forces.

Level 3: LEVEL 3: Primal Magic

When you reach a Sorcerer level specified in the Primal Spells table, you thereafter always have the listed spells prepared.

Primal Spells
Sorcerer Level Spells
3 Chromatic Orb, Mage Armor, Blur, Suggestion
5 Call Lightning, Protection from Energy
7 Conjure Minor Elementals, Conjure Woodland Beings
9 Commune with Nature, Planar Binding

Level 3: Primal Warrior

Elemental Affinity. Choose one: fire, cold, lightning, poison, or acid. You gain resistance to that damage type.

Primal Strike. As an action, make a melee spell attack using your spell attack modifier. On a hit, it deals 1d6 + your Charisma modifier damage of your chosen element.

Primal Form. When you use your Innate Sorcery feature while not wearing armor or wielding a shield, you enter your Primal Form for 1 minute:

  • Gain temporary hit points equal to 4 × your sorcerer level.
  • Once per turn, when you hit with a Primal Strike, regain temp HP equal to your proficiency bonus + Charisma modifier (up to the form’s starting total).
  • Ends early if you are incapacitated, make a two-handed weapon attack, or dismiss it (no action required).

Level 6: Primal Incarnate

You can make two Primal Strikes when you take the Attack action. If both hit the same target, you can cast an attack cantrip you know as a bonus action, and you don’t have disadvantage if within 5 feet of a hostile creature.

Level 14: Wrath of the Element

Choose one option below each time you finish a long rest. The benefit lasts while you are in your Primal Form.

Hardened

Your Primal Strike deals 1d6 of your element as damage while under Innate Sorcerer and you reduce all damage taken by your proficiency bonus.

Invigorate

Your Primal Strikes deal an additional 1d6 of your elemental damage. You reduce all damage you take by an amount equal to your proficiency bonus.

Raw Power

Once per turn when you hit with a melee attack, you can expend 1 sorcery point to force the target to make a Strength saving throw (DC = 8 + prof bonus + Charisma mod). On a failure, you knock them prone or push them 10 feet. On a success, you regain the sorcery point.

Level 18: Elemental Titan

When you use Innate Sorcery, you can choose to become one size larger until your Primal Form ends. Also, choose one of the following benefits:

Elementalist

If both Primal Strikes hit, you can cast an action spell you know as a bonus action.

Evoker

When using Empowered Spell, you may reroll 2 additional dice.

Primordial

When a creature succeeds on a save against your Heightened Spell, regain 3 sorcery points.

Previous Versions

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