My Documents
Become a Patron!
# Sorcerous Origin: Primal Soul ## The Primal Soul A Primal Soul sorcerer is one who is truly linked to nature. Unlike the druids who revere and study nature to learn their powers, a Primal Soul sorcerer is imbued with their powers from direct contact with a nature spirit, being born on the favoured day of a nature god such as Silvanus, or being raised among druids. A Primal Soul is almost always seen as a blessing upon the world by any who worship nature or one of its gods, or practitioners of druidic magic. ### Primal Magic Starting at 1st level, your link to nature allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an environment of the natural world that is connected to the source of your primal magic from: arctic, coast, desert, forest, grassland, mountain, swamp, or underdark. You learn an additional spell based on that environment, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list. | Environment | Spell | |:---:|:-----------:| | Arctic | Ice Knife | | Coast | Fog Cloud | | Desert | Expeditious Retreat | | Forest | Goodberry | | Grassland | Silent Image | | Mountain | Earth Tremor | | Swamp | Ray of Sickness | | Underdark | Faerie Fire | ### Nature's Instinct Additionally at 1st level, your natural connection gives you a supernatural awareness. As a result, whenever you make a Wisdom check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Medicine, Perception, or Survival. \columnbreak ### Primal Adaptation Starting at 6th level, you can manifest an animal’s specialized adaptation on yourself or another. As a bonus action, you choose one of the following benefits, which lasts until you use this feature again: * Aquatic adaptation: Manifesting some combination of fins, flippers, tentacles, and gills, you have a swimming speed of 30 feet and can breathe air and water. * Bounding adaptation: Altering your legs to that of a swifter animal such as a wolf, lion, cheetah, or other such animal, your magic propels you. Your movement speed increases by 10 feet, and you can use your Charisma score instead of Strength for jumping and any ability checks required as part of a jump. * Climbing adaptation: Your nails extend into small claws, or your hands and feet develop sticky or grippy pads designed for climbing. You have a climbing speed of 30 feet. You can also grant one of your adaptations to another willing creature. As an action, you touch a willing creature within 5 feet of you, and they gain an adaptation of your choice for 1 hour. You can do this a number of times equal to your proficiency bonus, or by expending 1 sorcery point if you are out of uses. You regain all expended uses of this feature at the end of a long rest. ### Expanded Adaptations Starting at 14th level, your connection to primal nature magic strengthens to include the skies, not just the ground and water. You can have two adaptations active at the same time, as part of the same use of the feature and the same bonus action, and you gain a new option for your Primal Adaptation: * Flying adaptation: Wings of a bird or bat, or the massive leaves or puffs of a plant sprout from your back. You have a flying speed of 30 feet. ### Earthly Recovery At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can use your bonus action to regain 20 hit points. When you do, a 35 foot square centered on you erupts with plants, and any creature of your choice must make a Strength saving throw against your spell save DC. A creature who succeeds treats the area of plants as difficult terrain, and a creature that fails is restrained by the plants. A creature restrained by the plants can attempt the saving throw again at the end of each of their turns. The plants stay until they are destroyed, and a restrained creature is only freed if they make their saving throw or the plants are destroyed. Once you use this feature, you can’t use it again until you finish a long rest.