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Primordial Soul Sorcerer
\pagebreak ## Sorcerous Origins At 1st level, a sorcerer gains the Sorcerous Origins feature. The following option is made available to a sorcerer, in addition to those offered elsewhere. ### Primordial Soul Some who come into their magical powers in the way of sorcerer do so through exposure to primordial elemental powers. This may be a burn from a chance rift to the searing Plane of Fire or an (un)lucky bolt of lightning hurled by the Auran Lords that finds its mark on a wayward traveler. Regardless of how it happens, this contact with the purest of elements marks the newly created sorcerer’s soul, forming an everlasting and magical bond with the raw energies that flow between and throughout the elemental planes. This connection imbues the sorcerer with the ability to tap into profound elemental abilities, shaping the elements to their will and empowering their magic with raw primordial force. ##### Marked by the Elements The mark left upon your soul by exposure to the pure energy of the elemental planes has left a physical marking or scar on your body. You can describe this mark yourself, or, at your option, you may pick from or roll on the Elemental Marking table to create a marking for your character. ##### Primordial Marking | d10 | Marking | |:----:|:------------------------:| | 1 | A severe burn scar on your neck/face | | 2 | A discolored marking from frostbite | | 3 | Your eyes are permanently diluted as if poisoned | | 4 | The veins in your arms are a visible, sharp blue | | 5 | Your hair always appears wind-swept | | 6 | You have permanent acidic burns on your hands | | 7 | Your breath is always visible, as if in cold environments | | 8 | Your skin always looks layered in dirt | | 9 | Your skin always appears sunburnt and is warm to the touch | | 10 | Etched somewhere on your face is a Primordial glyph that glows with shifting elemental energies | ### Primordial Spells *1st-level Primordial Soul feature* You learn addition spells when you reach certain levels in this class, as shown on the Primordial Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't against the number of sorcerer spells you know. Additionally, you learn one additional cantrip that deals acid, cold, fire, lightning, thunder, or poison damage from the Druid, Sorcerer, Warlock, or Wizard spell list. Whenever you gain a sorcerer level, you may replace one spell you gained from this feature with another spell of the same level. The spell must deal acid, cold, fire, lightning, thunder, or poison damage, and be from the druid, sorcerer, warlock, or wizard spell list. | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | *armor of agathys, absorb elements* | | 3rd | *dragon's breath, flaming sphere* | | 5th | *call lightning, erupting earth* | | 7th | *summon elemental, elemental bane* | | 9th | *control winds, cone of cold* | ### Planetouched Spirit *1st-level Primordial Soul feature* Your innate connection with the raw primordial tides of the planescape has aligned your thoughts and understanding with beings of elemental force. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran. You also gain the Transmuted Spell metamagic option. This is in addition to the number of options normally granted to sorcerers. You may activate Transmuted Spell without expending any sorcery points a number of times per day equal to your Proficiency Bonus. You regain these uses at the end of a long rest. ### Primordial Surge *6th-level Primordial Soul feature* Your connection with the Primordial energies has caused their powers to emerge from you when you utilize your magic. Whenever you cast a spell of 1st level or higher that does acid, cold, fire, lightning, thunder, or poison damage, you may choose to gain one of the following benefits: - ***Fire’s Fury:*** Until the end of your next turn, heat emanates from your body, causing anyone who attempts a melee attack against you to take fire damage equal to your Charisma modifier (minimum 1). - ***Earth’s Embrace:*** The steadfast tenacity of the elements of the Earth rise up in your defense. You gain temporary hit points equal to twice the level of the spell cast to activate this effect. - ***Air’s Swiftness:*** You feel as if the winds are magically at your back, allowing you to move with heightened momentum. Until the start of your next turn, your walking speed increases by 10 feet, and your movement does not provoke opportunity attacks. - ***Water’s Nourishment:*** Healing waters flow from your spirit, which restores hit points equal to the level of the spell cast to activate this effect to one target you can see within 20ft. of you. \pagebreakNum ### Favored and Unfavored Plane *14th-level Primordial Soul feature* You have learned how to control the Primordial ties between your soul and the elemental planes. At the end of a long rest, you may choose a Favored Plane by forcing your connection to the Plane of Fire, Earth, Water, or Air to strengthen itself. When drawing upon magic emanating from that plane (fire for the Plane of Fire, cold for the Plane of Water, acid/poison for the Plane of Earth, and lightning/thunder for the Plane of Air), your soul’s binds are bolstered, gaining the following benefits: - You gain resistance to damage types associated with that plane. - You may ignore resistance to the damage types associated with that plane. - Once per long rest, you may cast a spell of 3rd level or lower which deals damage of a type associated with that plane without using a spell slot. However, strengthening this tie comes at the expense of weakening your ties to another plane. If you chose a Favored Plane, you must also choose an Unfavored Plane (other than your Favored Plane), and gain the following penalties: - You cannot gain immunity or resistance to damage types associated with that plane - When using the Transmuted Spell metamagic option, you may not choose from the damage types associated with that plane - Treat resistance to damage types associated with your unfavored plane as immunity to that damage type instead Your ties with these planes reset and center themselves at the end of each long rest, at which point you may once again select your Favored and Unfavored Plane, or to simply allow your soul to remain centered equally between all primordial planes until the end of your next long rest. ### Primordial Conduit *18th-level Primordial Soul feature* Your mastery of the Primordial and the technique for shaping it into your spells is unmatched. You may now always activate the Transmuted Spell metamagic option without paying the sorcery point cost. Additionally, you learn how to unleash the raw, unbridled energy of primordial planes in a focused array of destructive force. As an action, you can send six beams of primordial energy at targets you can see within 120ft. of you. You may launch multiple beams against a single target. For each beam, make a ranged spell attack. On a successful hit, the target takes 2d6 damage. The type of damage dealt by each beam created by this ability is considered magical, and is a damage type of your choosing. After using this ability, you cannot do so again until after you complete a long rest, or unless you spend 5 sorcery points to do so again. ##### Cover Art AI generation created by Bing CoPilot [Linked Here](https://www.bing.com/images/create/an-realistic2c-fantasy-style-portrait-of-a-human-wo/1-66774bee51984a64afa4d0efe79cbcbc?id=cjqTc4l4qsKAB9CesuBzow.QTlqmIt%2BSi9EdqVqhWSZNw&view=detailv2&idpp=genimg&thid=OIG1.JGQdHyDe2HDbfRBL8ToM&form=GCRIDP "Image Location")