Sorcerer Origin: Primal

by TableSaltDM

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Sorcerer Origin

Primal Sorcery

Your being is suffused with the primeval forces of creation and puts the raw untamed magic of the wilds at your fingertips. The reasons as to how you came to be touched by such power are myriad, with some having ancestors that communed with nature spirits while others still manifest wondrous abilities after exposure to the few places that remain unspoilt by mankind.

The wild power that is nestled within you causes strange changes to your physical appearance. Your soul is overflowing with life sustaining energy. At your option, you can pick from or roll on the Primal Sorcerer Quirks table to create a quirk for your character, or you can create your own.


Primal Sorcerer Quirks

D4 Quirks
1 Seasonal flowers bloom throughout your hair.
2 You carry a floral scent with you wherever you go.
3 Your hair is replaced by vines or verdant leaves.
4 You bleed viscous sap instead of blood.

Primal Magic

At 1st level, your link to nature allows you to learn spells from the Druid spell list. 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.

You also learn additional spells when you reach certain levels in this class, as shown on the Primeval Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.


Primal Spells

Sorcerer Level Spells
1st Entangle
3rd Barkskin
5th Plant Growth
7th Grasping Vine
9th Wrath of Nature

Accelerated Growth

Also at 1st level, you can channel some of your primeval energy into a plant. As an action, you can touch a plant and cause it to immediately become overgrown and lush. Such dense overgrowth can provide cover from attacks and spells, or a convenient way to avoid detection.

Tanglespell

At 6th level, you learn how to imbue your spells with an ensnaring incantation that causes them to erupt in a mass of vines on impact. Whenever a cantrip or spell you cast targets a creature, you can cause that creature to become restrained until the beginning of your next turn. A creature restrained in this way, can use their action to make a Strength check against your spell save DC. On a success, it frees itself.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all expended uses when you complete a long rest.

Rooted Resilience

Also at 6th level, you gain the ability to sustain your life by drawing vital energy from the land itself. As a bonus action, you gain temporary hit points equal to half of your Sorcerer level rounded down. You can use this bonus action only if you haven't moved this turn, and after you use this bonus action, your speed becomes 0 until the end of your turn.

Nature Walk

At 14th level, you gain the ability to move via the connections shared by all trees. You permanently gain the effects of the Tree Stride spell. You also learn the spell Transport via Plants, which does not count against the number of Sorcerer spells you know. If you have already learned this spell, you can learn any spell from the Druid spell list of your choice instead. Additionally, when you cast Transport via Plants, you are not required to choose a destination plant, instead, you can choose a destination you have seen before. If you do so, you arrive at your destination within a large inanimate plant of your choice that erupts from the ground. Your magic sustains the plant for 24 hours even in inhospitable conditions, after which it withers and dies unless it is in a hospitable environment.

Image Credit: https://www.artstation.com/artwork/KrBA3r

Death Begets Life

Starting at 18th level, your connection to the primal forces of creation has deepened your understanding of the role of death in nature. As an action, you can choose up to 5 creatures of your choice that you can see within 60 feet of you. Each creature must make a Constitution saving throw against your spell save DC, taking 5d6 necrotic damage on a failed save or half as much on a success. Additionally, you can choose up to the same number of other creatures that you can see within 60 feet of you. Each of these creatures regain 5d6 hit points.

Once you use this action, you cannot do so again until you finish a long rest, unless you spend 5 sorcery points and 5 of your hit die to use it again.

Notes

Thanks for taking the time to read through the document. If you want to include this Sorcerer Origin in your campaigns, you are free to do so with credit. If you want to use this document for commercial purposes, please send all inquiries to TableSaltDM@gmail.com.


If you like what you see here, you can also reach me at TableSaltDM@gmail.com or on Discord at TableSalt#6242.


Happy Adventuring!

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