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## Primal Monstrosity Your innate magic comes from the primal magic of nature that has been poisoning your bloodline for years, decades, or even centuries. Most sorcerers of this origin can trace their magic to the curse of a woodland creature, or an infection from a monstrosity that delved deep within nature. The magic that infects you is frightening, and, as the rarest origin, is also the one that is associated with pure terror. ### Animalistic Reversion The magic that flows through your body causes it to revert to the primal forces that exceeded time. Your skin turns into a thick, protective hide. While you are not wearing armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, the primal reversion causes your body to become tougher, and more suited to surviving in the wild. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. ### Primal Spellcasting Starting at 1st level, the primal magic flowing through your veins gives you the powers of the ancient and mysterious forces of the forest. You learn the Primal Savagery cantrip. As well, you learn additional spells when you reach certain levels within this class, as shown by the Primal Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. |Primal Magic|| |:---|:---| |Sorcerer Level|Spells| |1st|Inflict Wounds| |3rd|Misty Step| |5th|Vampiric Touch| |7th|Guardian of Nature| |9th|Contagion| \columnbreak ### Primordial Fury At 6th level, the primal magic surging through your veins awakens the natural strength of nature within your body. Whenever you make a melee spell attack against a creature within 5 feet of you, you can add your Strength modifier to the damage roll. In addition, your primal instincts show when you are threatened. When you are surrounded by at least two hostile creatures, each of which are capable of making a melee attack against you, you have advantage on all melee spell attack rolls. ### Frightening Anatomy Also at 6th level, the primal magic flowing through you is frightening to the modern world. After you make a melee spell attack against a creature within 5 ft. of you, you can spend 1 sorcery point and target one other creature within 30 ft. of you as a bonus action. This creature must make a Wisdom saving throw against your spell save DC or become frightened of you. At the start of their turn, a creature that is frightened of you due to your Frightening Anatomy feature must use its current movement speed to move as far away from you as possible. After this, it can take its turn as normal. At the end of each of their turns, a frightened creature can make a Wisdom saving throw against your spell save DC, ending the frightened condition on a success. This effect lasts for one minute. You can only have one creature frightened by you at a time. If you use this feature while another creature is frightened of you, the new target becomes frightened of you, and the first creature is no longer frightened. \pagebreak ### Monstrous Transformation At 14th level, the magic that flows through your veins grows far potent, and you are able to call upon its primal tendencies to morph yourself as a bonus action. After casting one of your Primal Spellcasting Spells, you can transform into a monstrous beast, and you gain the following effects in your bestial form. - If your size is Medium or smaller, it increases to Large. - Your creature type changes to Monstrosity. - You gain a walking speed of 60 ft. - You grow a pair of magical claws. You can make a melee spell attack with these claws (Using Charisma) which do 2d10 force damage on a hit. You can attack twice with these claws when you take the attack action. - You gain temporary hit points equal to your Sorcerer Level * 3 - Your strength score increases by 2, up to a maximum of 30 ___ You cannot assume this form if you are wearing armor or weilding a shield. This form last for one minute, until you don armor or a shield, or until you dismiss it early as a bonus action. You cannot use your Metamagic feature while in this form. You cannot cast spells that have a casting time of one action while in this form. Once you use this feature, you cannot use it again until you finish a long rest. ### Primal Release At 18th level, you can control the primal magic flowing through your veins, and expend a large portion of it in one large burst to create a primal aura. As an action, you can spend 5 sorcery points, and a primal aura surronds you to a radius of 20 ft. While inside this aura, neither you nor your allies can be charmed nor frightened. This aura lasts for 10 minutes or until you dismiss it as a bonus action. Any time that a non-ally creature enters this aura, they must make a Wisdom saving throw against your spell save DC or immediately become frightened of you. At the end of each of their turns, a creature that is frightened of you because of this feature can make a Wisdom saving throw against your spell save DC, ending the effect on a success. \pagebreak ___ >#### Blackout >*Necromancy Cantrip* > > **Casting Time:** 1 action > **Range:** Touch > **Components:** S > **Duration:** Instantaneous >___ >Your fists become coated with a black shroud. Make a melee spell attack against a creature that you can touch. On a hit, the target takes 1d8 necrotic damage. Before the start of your next turn, if your target gains hit points, you gain temporary hit points equal to half of the hit points that your target received. > >This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). > >**Classes:** Druid, Sorcerer, Warlock ___ >#### Strobe >*Conjuration Cantrip* > > **Casting Time:** 1 action > **Range:** Touch > **Components:** V, S > **Duration:** Instantaneous >___ >The tips of your fingers become coated in a bright light. Make a melee spell attack against a creature that you can touch. On a hit, the target takes 1d6 radiant damage, and it is blinded until the start of your next turn. > >This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). > >**Classes:** Cleric, Sorcerer ___ >#### Frigid Strike >*Evocation Cantrip* > > **Casting Time:** 1 action > **Range:** Touch > **Components:** S > **Duration:** Instantaneous >___ >Your limbs become surrounded with a chilling fog. Make a melee spell attack against a creature that you can touch. On a hit, the target takes 1d8 cold damage, and it has disadvantage on it's first attack roll against you on it's next turn. > >This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). > >**Classes:** Sorcerer, Warlock, Wizard ___ >#### Brand >*2nd-level enchantment* > > **Casting Time:** 1 bonus action > **Range:** Touch > **Components:** S, M (A small piece of steel) > **Duration:** Concentration, up to 1 hour > ___ > The small steel piece that you use as the material component for this spell glows red hot. Make a melee spell attack against a creature within range. On a hit, the target becomes branded with a magical seal. Whenever the branded creature is hit with a melee attack, they take an extra 1d6 psychic damage. The branded creature can only take this extra damage once from each creature that attacks it per turn. In addition, at the start of the branded creature's turn, they have disadvantage on attack rolls against the creature who most recently damaged them with a melee attack. > > ***At Higher Levels.*** When you cast this spell using a pell slot of 4th level or higher, you can target 2 creatures in range. When you cast this spell using a spell slot of level 6 or higher, you can target up to 3 creatures in range. When you cast this spell at 8th level or higher, you can target up to 4 creatures in range. > >**Classes:** Cleric, Sorcerer \pagebreak ## Quick Build Guide If you want to play a Primal Monstrosity Sorcerer, here are a few tips to making a character quickly and easily. ### First Steps When building a Primal Monstrosity Sorcerer, you will want Charisma to be your highest ability score, followed by strength. Secondly, you'll want to pick the Soldier background. ### Cantrips As a Primal Monstrosity Sorcerer, you'll want to pick cantrips that require a melee spell attack roll. - Shocking Grasp ___ As a Primal Monstrosity Sorcerer, you will automatically gain the Primal Savagery cantrip at 1st level, so make sure that you account for this when you select your cantrips. ### Feats As a Primal Monstrosity Sorcerer, you'll benefit greatly from feats such as War Caster, Shield Training, and Sentinel. If you are playing a Variant Human, you should pick War Caster as your first level feat. ### Skills In addition to the Athletics and Intimidation proficiencies provided by your background, you should also pick Charisma based skills like Deception and Persuasion. Arcana is also a valid choice when picking skill proficiencies. ### Spells As a Primal Monstrosity Sorcerer, you get Inflict Wounds at 1st level, which is a great damage dealing spell. Because of this, you might want to choose some utility spells at first level, such as Disguise Self or Sleep. \columnbreak ## Even Quicker Build Need to make a Primal Monstrosity sorcerer in a hurry? Follow these easy steps. 1. Choose a Variant Human, and put your ASIs into Strength and Charisma. 2. Make Strength and Charisma your highest scores, followed by Constitution and Dexterity. 3. Choose War Caster as your first level feat, and choose Stealth as your first level skill from your Variant Human Features. 4. Pick Primordial as your extra language, as this is thematically fitting for the Primal Monstrosity sorcerer. 5. Pick the Soldier background. 6. Pick Deception and Arcana as your skills granted by your Sorcerer class. 7. For your starting equipment, take a Quarterstaff, an Arcane Focus, and an Explorer's pack. 8. Pick Fire Bolt, Green-Flame Blade, Minor Illusion, and Shocking Grasp as your 1st level cantrips. 9. Pick Disguise Self and Sleep as your 1st level spells.