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## Sorcerous Origin: Ancient Soul Your power stems from an ancient source of magic that originates from the dawn of the very planes themselves. This magic was used by powerful entities that came long before you time when birthing the universe around you. While your magic is a diluted form of those who came before you, your intrinsic link to the arcane is unparalled. This magic may have first awoken inside of you after a near-death experience near a planar portal. One of your ancestors may have mad a deal with a supremely powerful ancient being. However you gained these powers, your body was not created to contain and handle such power. At your option, you can pick from or roll on the Primordial Soul Sorcerer Quirks table to create a way in which your primordial magic is expressed while casting. ##### Ancient Soul Sorcerer Quirks | d6 | Quirk | |:----:|:-------------| | 1 | Your veins flare with cosmic light. | | 2 | Whisps of cosmic blue smoke pour from your hands.| | 3 | A torrent of harmless magical bolts fly from your body. | | 4 | Your skin becomes translucent, your organs faintly glowing. | | 5 | You hear loud whispers of a long dead language. | | 6 | Your spellcasting focus becomes a miniature model of a random plane. | ### Intrinsic Casting You learn additional spells when you reach certain levels in this class, as shown on the Primordial Soul Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class. ##### Ancient Soul Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *chaos bolt, mage armor* | | 3rd | *maximilian's earthen grasp, mirror image*| | 5th | *dispel magic, blink* | | 7th | *dimension door, banishment* | | 9th | *conjure elementals, teleportation circle* | \columnbreak ### Arcane Architect Starting at 1st level, you have awoken your natural connection to matter; allowing you to bend and alter the very world around you. You can use your action to target one object, that is not being worn or carried, within 30 feet of you and transmute it's form into another object that you have seen before. The new object still carries over traits from the previous object, however. The object retains the original material it was constructed with, the original weight, and the original value. Additionally, the new object must be of the same size as the prior one. The size of an object you can target with this ability is 5 x your level in this class. Only one object can be targeted at once; this effect ends after 1 hour, or until you use your bonus action to end the effect. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses back on a Long Rest. ### Cosmic Burst Starting at 6th level, you can gain the ability to overcharge your spells and release them with explosive results. When casting a spell, you can choose to expend an amount of sorcery points up to the spells level. Upon doing this, you can add a d6 to the spell's damage for each point spent. You can use this ability after you roll a spell attack or a creature rolls their save against your spell, but before you roll any damage. You can use this feature only once per turn. ### Planar Slip Starting at 14th level, you gain the ability to alter the residual planar energy that ties the universe together. As a bonus action, pick an unoccupied space within 90 feet of you. At the end of your turn you enter the ethereal plane and teleport to the space, remaining there until the end of your next turn. At the end of your next turn you magically return to your previous space, or the nearest unoccupied space if that one is occupied. While in the ethereal plane you gain resistance to piercing, bludgeoning, and slashing damage from nonmagical attacks. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this ability. A creature you bring with you does not gain any benefits from this feature aside from the movement. Once you use this feature you can't do so until you finish a short or long rest. ### Master of Matter Starting at 18th level, you gain the ability to truly induldge into your pool of power, transforming your physical form and becoming something far greater. As an action, you transform your body and gain the following benefits: * Your body grows in mass as you unleash your planar potential. Your size increases to the next category. * While in this form, you gain advantage on saving throws against magical effects. * You have advantage on maintaining concentration on your spells. * While casting in this form, your spell attacks overcome resistances. \pagebreak This transformation lasts for 1 minute or until you end it as a bonus action. At the end of your transformation, you suffer one point of exhaustion. Once you have used this feature, you can't do so again until you finish a long rest or expend 8 sorcery points to use it again. \columnbreak > ##### Creator > u/kerastuff (Reddit)
##### Updates (1.2) * **Arcane Architect** received clarification regarding what could and couldn't be transmuted. * **Cosmic Burst** no longer costs hit dice and 2 sorcery points, instead now costing up to an amount of sorcery points equal to the spell's level and doing a d6 for each point spent. * **Planar Slip** received clarification regarding what occurs when you exit the effect and what happens to a potential creature you bring with you. * **Intrinsic Casting** has received a few changes to the spell list. Detect magic has been replaced by mage armor. Silence has been replaced by mirror image. Creation has been changed to teleportation circle.