Base Class: Sorcerer
The primordial essence that sparked the creation of the universe permeates all of existence today. Legend states that once in a generation, a sorcerer is born with a spark of that essence. Her mind, body, and soul become forever linked to the universe, and, in time, she will come to wield great power. What she chooses to do with that power is her choice. The universe holds no allegiance to the forces of good or evil. It has no regard for the laws of the beings that inhabit it. As such, a sorcerer that carries the essence of universal creation is beholden to no one but herself.
Primordial Essence Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Primordial Constitution, Commune with the Ancients |
| 6th | Universal Knowledge |
| 14th | Ancient Allies |
| 18th | Primordial Creation |
Primordial Constitution
Your body is fueled by the essence of universal creation. As this is the same source you draw your innate magic from, your body empowers your spells, not your mind. As a result, Constitution is your Spellcasting Ability.
This essence also helps you access the knowledge of the universe. When attempting to gain some sort of knowledge and making a skill check that normally uses Wisdom (Animal Handling, Insight, Medicine, Perception, and Survival) or Intelligence (Arcana, History, Investigation, Nature, and Religion) as the skill ability to do so, you can use Constitution instead. In addition, you have advantage on History skill checks made with the Constitution ability.
Primordial Healing
If you take a short rest while you are above half of your maximum Hit Points, you regain a number of expended sorcery points equal to your Constitution modifier when you finish the short rest. If you take a short rest while you are at or below half of your maximum Hit Points, you regain a number of Hit Points equal to your Constitution modifier multiplied by your proficiency bonus when you finish the short rest.
As an action, you can spend a number of sorcery points to regain a number hit points equal to the number of sorcery points you spent multiplied by your proficiency bonus.
Commune with the Ancients
You can speak, read, and write Primordial and its dialects: Aquan, Auran, Ignan, and Terran.
You have advantage on Charisma skill checks when speaking with creatures in Primordial or one of its dialects.
Universal Knowledge
At 6th level, you gain access to all the knowledge that has ever existed in the universe. As an action, you can spend a sorcery point to learn one fact. This fact can be literally anything, as long as the information exists at the time you seek it. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You can't use it again until you finish a long rest. After a long rest, you forget all the facts you learned using this feature.
As an example, your party has overthrown a corrupt king and you've decided to interrogate him. He refuses to give you the identity and whereabouts of the warlock he's been working for, claiming not to know any details about him. You have a Constitution modifier of +3. You can use bonus actions to access the knowledge of the universe and learn the warlock's name and current location, and whether or not the king knew that information. You can ask the questions aloud if it helps you focus on the facts you want to learn, but you could also simply look within yourself to access the information just by thinking.
You couldn't learn where the warlock would be sometime in the future, as that information would not yet exist. But if he was planning to be somewhere you could learn where he was planning to be.
NOTE: This feature can be very powerful and should be used with discretion. Players asking the DM direct questions that would give away parts of the campaign just isn't fun. So, a good way to implement this is similar to the wish spell. As a DM, if you choose to allow this subclass, make sure direct story breaking questions from your players using this feature can be answered honestly and satisfyingly without ruining your campaign. As a player, make sure you're not metagaming when using this feature. Be 100% sure you're seeking facts your character would want or need.
Ancient Allies
At 14th level, you learn the conjure minor elementals and conjure elemental spells. They do not count toward your known spells. If you already have one or both of them as known spells, replace them with other spells from the appropriate spell list of levels for which you have spell slots.
When you cast conjure minor elementals or conjure elemental from this feature, the spells have the following changes:
- Casting time is reduced to 1 action.
- Conjure elemental does not require a material component.
- For the duration of the spell, you always know where the elementals are, even if you are on different planes of existence.
- If you lose concentration on the spell, the elementals do not disappear or turn hostile. Instead, they act as if they are not being commanded.
- At any point during the 1 hour after you cast one of these spells, you can regain control of lost elementals by making a successful concentration check.
Primordial Creation
At 18th level, you unlock the full potential of the primordial essence inside of you and gain the ability to create life.
You can spend sorcery points to create 1 being, including its body and soul. This being appears in an unoccupied space of your choice. It can be of any age, mental state, personality, alignment, etc. You can't give it false memories, but you can give it knowledge of languages, skills, and basic functions. You can use a monster from official or DM approved homebrew sources, create a character using the standard player character creation method, or work with your DM if you want to do something else. The cost of using this feature is the number of sorcery points equal to the level of the character you create, double the challenge rating of the monster you create, or an amount you work out with your DM for other creation options. Monsters below 1/2 CR cost 1 sorcery point.
To create the being, you must concentrate for a number of minutes equal to the number of sorcery points you spent. Once created, the being has free will and is played by the DM. For example, if you create a goblin to be your sidekick and to be fiercely loyal to you, it will act accordingly. But if you abuse it and an opportunity presents itself, the goblin just might flee from you.
Once you use this feature, you cannot use it for a number of days equal to the number of sorcery points you spent on it.
If you wish to create a being that requires more than your maximum sorcery points, you can combine your efforts with another sorcerer of Primordial Essence. Pool your sorcery points together to create your desired being. When used in this way, neither sorcerer can use this feature for a number of days equal to the total number of sorcery points spent.
Self-Preservation
Using this feature, if you create a being using the character creation method that is at or below your character level, you can choose to create just the body and transfer your soul and primordial essence to the newly created body. You must declare your intention to the DM when you start your concentration, as the transfer occurs immediately upon creation of the new body.
If you die, make a DC 15 Constitution saving throw. On a success, instead of dying, the Self-Preservation aspect of this feature triggers instinctively, creating a random body with a character level 1 less than yours. The body appears in an unoccupied space closest to you and your soul and primordial essence immediately transfer to it.
Previous Versions
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Posted Aug 26, 2020Changelog
1.02: Changed some tone-deaf wording
1.01: Formatting
1.00: Updated snippets; Clarified wording; Changed Ancient Allies so casting times are 1 action and conjure elemental doesn't require material components