Sorcerer
Base Class: Sorcerer

Essential Human: Lore and Origins

In the dawn of time, before gods walked among mortals and the weave of magic had fully formed, there were places—sanctified lands, untouched by evil, brimming with unshaped potential. These ancient places, lost to memory and sealed by cosmic forces, were the first homes of life, where raw possibility seeped into the soil, the sky shimmered with unseen truths, and time itself bent in reverence. From such places, once in an epoch, a being is born—not chosen by fate, but essential to it. These beings are known as Essential Humans.

An Essential Human is not a god, but neither are they truly mortal. They are a convergence of all the threads of reality—a nexus of power, insight, and presence. Where others must choose a path—warrior, mage, priest, rogue—the Essential Human is the path. They are born with the knowledge of all things, not through study, but through resonance. Their soul echoes with the voice of every discipline, every craft, every truth that the multiverse holds. Their very existence bends the rules of nature, as if the world cannot decide what they are—and so allows them to be everything.


The Holy Land and the Genesis of Potential

The holy lands that give birth to Essential Humans are not widely known. To common folk, they are myths—stories meant to explain miracles. To scholars, they are lost coordinates on ancient maps, referred to in whispers and riddles. But among those who seek the essence of magic, the divine, and the fundamental laws of being, these lands are the source of All That Is.

It is said that these lands are the lungs of the cosmos—where reality breathes and dreams are woven into truth. They cannot be found. They must find you. Only once every few centuries does a soul strong enough to survive birth within these lands manifest. These rare beings are born under signs unseen by others: the moon stops in the sky, animals fall silent, and even gods feel a pulse in their divine blood.

Villages near these holy lands know to watch for the signs. When an Essential Human is born, they are often hidden, protected, sometimes feared. Even as infants, their aura bends magic, heals wounds, or causes natural disasters when their emotions flare. Some are taken by cults, others protected by secret orders. A few are left to grow unaware, only discovering their nature when their powers awaken through intense emotion or cosmic alignment.


Nature of the Essential Human

To be an Essential Human is to live in paradox. You are limitless—but shaped by your choices. You can touch every aspect of reality, but the weight of that connection can crush your identity. As an adventurer, an Essential Human may choose to be a leader, a wanderer, a healer, a destroyer—or all of these at once. Unlike other classes bound by specific powers, disciplines, or roles, the Essential Human wields power through conceptual resonance. Their magic is not memorized; it is remembered as if it always belonged to them.

These individuals do not need to multiclass. They are the embodiment of every class. In combat, an Essential Human can call upon martial prowess, arcane destruction, divine miracles, primal rage, or cunning trickery, changing roles fluidly depending on their need. Outside combat, they can adapt to any challenge: lockpicking, spellweaving, beast-taming, or commanding armies.

Their strength lies not just in their versatility, but in their truth. The world recognizes an Essential Human not as a visitor in a role, but as the origin of the role itself. They are the spark from which disciplines were born.


Divine and Cosmic Reactions

Gods are not blind to the presence of an Essential Human. Many deities view them as a divine anomaly—an affront to their domains, or a potential herald of balance. Some seek to guide them, to shape their growth, and gain influence over their future. Others fear them and send avatars or servants to destroy or contain them. The Great Old Ones whisper of Essential Humans in cryptic tones, calling them “Null-Forged” or “Axis Children.” Archdevils see them as ultimate prizes—souls that could shift the balance of the Lower Planes. Celestials may revere them as messengers of the Prime Will, whatever that may be.

For the Essential Human, this divine attention is both a gift and a burden. They may receive blessings they did not ask for, visions of futures they do not understand, or attacks they never provoked. But through it all, they are unshaken. Because they were not made by gods. They are not avatars. They are essential—not to any higher being, but to the fabric of existence itself.


The Burden of Being

To wield every gift is not without cost. Essential Humans are often plagued by identity crises. With so many paths open to them, choice becomes a curse. Many struggle to understand who they are, what they stand for, and whether they were born to fulfill a purpose—or are the purpose. This internal struggle can manifest in quiet ways: sleepless nights, mental instability, emotional outbursts, or dissociation.

Others embrace their potential but find it hard to connect with ordinary people. Their very nature makes them distant from others—too powerful to relate, too aware to rest. Some fall into arrogance, believing themselves superior. Others isolate themselves, ashamed of the destruction they can cause with a thought.

However, the most powerful Essential Humans are those who accept their burden, not as a curse but a calling. These individuals become legendary heroes—or infamous tyrants. They are remembered in every age as those who could do anything, and chose something.


The Class as a Myth

Among bards, tales of Essential Humans are passed as legends: the woman who healed a nation with a song, the boy who summoned the stars to burn an army, the old man who became time itself. Most believe them to be metaphors—mythical composites of great heroes. But some know the truth. In the annals of ancient orders, in the libraries of forgotten monasteries, and on the celestial charts of divine seers, the Essential Human is not a story.

They are a warning. Or a promise.


Final Thoughts

The Essential Human is a living paradox—a being not meant to exist, and yet utterly necessary. They are every possibility given form. To play one is to embrace boundless creativity, but also immense responsibility. The balance between omnipotence and identity is thin—and only those who can walk that path without losing themselves can unlock the true potential of what it means to be Essential.

💪 Barbarian Mod

  • Rage Access (Limited): May enter rage 1/short rest. Increases damage and grants resistance to physical damage.

  • Mod Scaling: Rage damage bonus and resistance can scale with level.

  • Rage Limit: No reckless attack unless unlocked later.


🧙‍♂️ Wizard Mod

  • Arcane Knowledge: Access to Wizard spell list (1-2 schools of magic unless expanded).

  • Prepared Spells: Prepares spells like a wizard, but with a Charisma base (or Intelligence, your call).

  • Mod Scaling: Gains ritual casting at level 5+.


⚔️ Fighter Mod

  • Combat Mastery: Access to Fighting Style and limited Action Surge.

  • Second Wind: 1/short rest heal.

  • Mod Scaling: 1 use of Action Surge at level 7, second at level 17.


👹 Warlock Mod

  • Eldritch Connection: Chooses 1 Pact Boon at level 3.

  • Invocation Limit: Starts with 2 invocations, scales with level.

  • Spellcasting: Uses Warlock pact magic rules for this segment.


🛡️ Paladin Mod

  • Divine Vow: Access to Lay on Hands pool (limited by level).

  • Smite Lite: May use spell slots to smite, but can’t stack more than 2d8 at early levels.

  • Aura Access: At level 10+, minor aura effect (choose 1 from Paladin list).


🧝 Ranger Mod

  • Hunter’s Instinct: Pick a Favored Terrain and Enemy type.

  • Spell Access: Access to 1st-level ranger spells at level 5.

  • Mod Scaling: May select subclass feature from Hunter or Beast Master at level 10.


🧙 Sorcerer Mod

  • Innate Spellcasting: Has 1 metamagic option at level 3.

  • Font of Magic: May use sorcery points equal to CHA modifier 1/day.

  • Mod Scaling: Gains more metamagic at higher levels (5, 11, 17).


🦸 Cleric Mod

  • Divine Touch: Can turn undead 1/day, healing touch (lesser version of Channel Divinity).

  • Domain Access: May select 1 Domain spell list.

  • Spellcasting: Limited number of divine spells per day (scales slowly).


🔪 Rogue Mod

  • Sneak Attack: Starts with 1d6 sneak attack if advantage or ally present.

  • Cunning Action: Dash, Disengage, or Hide as bonus action (starts at level 5).

  • Subclass Feature: Pick 1 thief skill at level 7.


🎻 Bard Mod

  • Inspiration: Bardic Inspiration 1/short rest.

  • Jack of All Trades: Add half proficiency to unproficient skills.

  • Mod Scaling: Song of Rest at level 6, Countercharm at level 10.


🦅 Monk Mod

  • Ki Spark: Gains limited Ki pool = 2 + WIS mod per long rest.

  • Flurry of Blows or Step of Wind: Pick one at level 5.

  • Mod Scaling: Can use Deflect Missiles at level 9.


🧛 Druid Mod

  • Nature’s Blessing: Access to Druid cantrips.

  • Minor Shapeshift: At level 8+, can wild shape into CR 1/2 creature 1/long rest.

  • Spellcasting: Access to healing/nature-based spells only (unless upgraded).


🐉 Artificer Mod (optional, if using Eberron or newer content)

  • Magitech Adapt: Can infuse up to 2 items with simple magical properties.

  • Tool Mastery: Gains proficiency with Tinker’s Tools and 1 Artisan tool.

  • Spell Access: Learns 2 Artificer cantrips, and 1 spell up to 2nd level.

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