Sorcerer
Base Class: Sorcerer

The first dragons were created by a god looking for interesting pets.  When they began to breed true the god thought that this was proof in the perfection of their creation.  Through the millennia the Primal Wyrms began to breed and slowly the dragon race began to lose the infinite potential of their Primal forefathers.  Some sorcerers have the blood of dragons in them, but you have the ancient blood of the Primal Wyrms within you.  When this manifested in your sorcerous abilities it gives you a different set of abilities than other draconic bloodline sorcerers receive.  Your bloodline powers are OLD and powerful and grow in strength as you do.

Primal Hatchling

At 1st level your Primal Wyrm heritage begins to show itself granting you the following features:  

  • Primal Scales - Your skin becomes a scaly hide.  Your unarmored defense is 13 plus your dexterity modifier.  This works while wearing a shield, but not when wearing armor.    
  • Primal Claws - You gain claws that deal 1d4 damage (plus your strength modifier).  When using the Attack action you can use a bonus action to attack with your second claw, dealing 1d4 plus your strength modifier damage.  This bonus action is not available if you are wielding a shield.

Primal Elemental Affinity

At 1st level the elemental affinity of your ancestor surfaces.  The original Primal Wyrms only had one of four elemental affinities.  Choose either fire, lightning, cold or acid.  This is your elemental affinity for the rest of your class abilities.  

  • Primal Resistances - You gain resistance to your Primal Elemental Affinity.  
  • Primal Breath - Like Your Primal Wyrm ancestor you gain an elemental cone breath attack. As an action, you can use your breath weapon, a 15’ cone attack that deals 1d6 damage per sorcerer level, of your elemental affinity type.  Your breath weapon allows a dexterity saving throw for half damage,  The DC is Equal to you spellcasting DC.  Your Primal Breath can be used once per short rest.

Primal Proficiency

At 6th level you have figured out how to use the gifts you have been given.  You gain the following abilities:  

  • Your Primal Scales increases by your proficiency modifier.  
  • Your Primal Claws damage adds your proficiency modifier to your attack and damage rolls.   When you use the Attack action you can make 2 attacks.  
  • Your Primal Resistances increase, gain advantage on saving throws that do damage of your elemental affinity type.
  • Your Primal Breath increases to 30’, can be used as a bonus action and recharges on a 6.

Primal Penetration

The Primal Wyrms of your heritage had unequaled ability to penetrate their enemies resistances to their elemental type.  You have gained a sliver of their Primal Penetration abilities.  You treat enemies with resistance to your elemental affinity as having no resistance to it.

Primal Presence

At 14th level your Primal Presence bursts forth in full force.  You gain the following abilities:  

  • Your Primal Scales increases by your Charisma modifier and also now grants a bonus equal to your charisma modifier to your saving throws.  
  • Your Primal Claws damage adds 2d6 of your elemental affinity type to your claw damage.  When making the Attack action, you can make 3 attacks.  When using your bonus action to attack with your second claw you can make 2 attacks as part of that bonus action.  
  • Your Primal Resistances increase to grant you immunity to your elemental affinity.  
  • Your Primal Breath increases to 45’, recharges on a 5-6 and saving throws against this ability have disadvantage.  
  • Your Primal Penetration now also treats enemies immune to your elemental affinity as only having resistance to your elemental affinity.

Primal Movement

The Primal Wyrms had a variety of movement forms.  Your bloodline grants you the following abilities:

  • Primal Wings - Your Primal heritage allows you to manifest wings.  You can summon or dismiss these wings as a bonus action. These wings give you a fly speed equal to your movement speed and allows you to hover.  
  • Primal Climb - You can use your Primal Claws to climb, gaining a climb speed equal to your movement speed.
  • Primal Swim - You have gained a swim speed equal to your movement speed.

Primal Scion

At 18th level, your Primal heritage reaches it’s peak form.  You gain the following abilities:  

  • Your Primal Scales ability makes it so that any critical hit against you is only a normal hit against you.  
  • Your Primal Claws ability gives you advantage on all your claw attacks.  When using the Attack action you can attack 4 times with your primary claw.  
  • Your Primal Resistances increase to allow you to heal when hit with your elemental affinity, you heal points equal to 1/2 the damage that should have been dealt.  
  • Your Primal Breath increases to a 60’ cone, the saving throw DC increases by 4 and it can be cast as a free action on your turn.  Your breath damage also heals you per the Primal Resistance ability.  
  • Your Primal Penetration increases to also treat enemies who take damage normally from your elemental affinity to now be treated as vulnerable to your elemental affinity.  
  • Your Primal Wings gives you a fly speed equal to double your movement speed.  You also can, as a bonus action attack with your wings.  All enemies in a 15’ radius must succeed at a dexterity save DC 25 or take 2d6 bludgeoning damage + 2d6 damage of your elemental affinity type and be knocked prone.  If the enemy saves they take half damage (both of the bludgeoning portion and elemental portion) and are not knocked prone.  
  • Your Primal Climb ability increases to give you a climb speed equal to double your movement speed and you only need two feet to climb leaving your hands free (similar to spider climb).
  • Your Primal Swim ability increases to give you a swim speed equal to double your movement speed.  You also can breathe water as well as air.

Primal Strength

Your draconic heritage allows your strength of personality to fuel your physical strength abilities.  All strength check, ability checks and skill checks can add your charisma modifier in addition to your strength modifier.  You gain immunity to poison, paralysis and disease.

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