Sorcerer: Primal Soul
Sometimes the arcane ability that sparks
within a sorcerer originates from a source
outside of themselves; that source being
nature itself. Perhaps an ancestor of yours
was a druid of great power, taught by the world
itself. Maybe your parents were cursed by nature
to be werewolves and you inherited a shard of
that curse.
A Primal Soul is seen as a blessing of nature,
being born of direct primal power. Despite this, many
of nature's creatures fight with each other in an ever-
growing system of dying and thriving. Whether those creatures be an organized society of humanoids or beasts
of the wild, Primal Souls grow to be the mediators in all of nature's conflict.
Although typically peacemakers, Primal Souls can also rise to dominate over other creatures, becoming tyrants through their ability to organize creatures of all species. It is said that the path of a Primal Soul is as unpredictable as the creatures they commune with.
Art: Little Gifts by Manuel Castañón
Druidic Knowledge
Starting at 1st level, your link to nature allows you to learn spells normally learned by druids. When your Spellcasting feature in this class lets you learn a cantrip or 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, your link to nature bestows you with the secret language of druids. You know Druidic, and can use it to leave hidden messages. See page 66 of the Player's Handbook for more information on the Druidic language.
Primal Magic
You learn additional spells when you reach certain levels in this class, as shown on the table below. Each spell counts as a sorcerer spell for you, but it doesn’t count towards the total number of sorcerer spells you know. You can't replace these spells when you gain a level in this class.
| Sorcerer Level | Spells |
|---|---|
| 1st | Goodberry, Speak with Animals |
| 3rd | Animal Messenger, Wither and Bloom |
| 5th | Call Lightning, Speak with Plants |
| 7th | Blight, Guardian of Nature |
| 9th | Commune with Nature, Wrath of Nature |
Primal Aspect
Beginning at 1st level, you learn to weave your magic in such a way that grants you primal aspects. As a bonus action, you can magically adapt your body and gain one of the following Primal Aspects. You retain the Aspect for 1 minute or until you use this feature again to change your Aspect.
Nature's Repose. Your magic soothes you and your allies. Whenever you cast a sorcerer spell of 1st-level or higher, you or a non-hostile creature of your choice within 30 feet of you regains a number of hit points equal to twice the spell's level.
Ravenous Magic.
Your magic becomes furious.
When you cast a sorcerer spell that deals damage, you can add your Charisma modifier to one damage roll of that spell. You can't do so again until the start of your next turn.
Woodland Guardian. The spirit of the wood protects you and your allies. When you or a non-hostile creature within 30 feet of you takes damage, you can use your reaction to reduce the damage dealt by 1d8. This damage reduction is calculated before resistances and other effects.
Once you use a Primal Aspect, you must finish a long rest or spend 2 sorcery points to do so again.
Elemental Resilience
By 6th level, you have a tolerance to the natural elements. You have advantage on saving throws to maintain concentration if the trigger is taking acid, cold, fire, or lightning damage.
Further, choose one of the damage types listed above. You gain resistance to that damage type. When you gain a level in this class, you can can change this resistance for another one of the damage types listed above.
Improved Primal Aspect
Starting at 14th level, your Primal Aspects begin to manifest in more powerful ways, granting you the following additional benefits:
Nature's Repose. When you heal a creature, you can end either one disease or one condition afflicting it. The condition can be charmed, blinded, deafened, frightened, or poisoned.
Ravenous Magic. Your spell attack rolls score a critical hit on a 19 or 20. Also, when rolling damage dice for a spell and you roll a 1, you can reroll the die and must use the new roll, even if the new roll is a 1.
Woodland Guardian. You gain temporary hit points equal to your sorcerer level. In addition, the amount of damage you reduce increases to 2d8.
Nature's Prodigy
By 18th level, you have grown to be one with nature. You can choose up to two damage types for your Elemental Resilience feature and you can change one resilience for another at the end of every long rest.