Primordial Magic (5e Subclass)
Primordial Magic[edit]
Sorcerer Subclass
Your magic comes directly from the elemental chaos and four elemental planes. Whether your powers are the result of you or someone from your lineage being exposed to the worst of the elemental chaos at birth and created a bloodline as a result, you have distant but powerful connection to elementals and have been given an elemental soul as a result, or something else entirely, your powers enable you to harness the forces of creation and bend the four main elements of the multiverse—earth, water, air, and fire—to your will.
Sorcerer Level | Features |
---|---|
1st | Bonus Languages, Material Bender |
6th | Primeval Aura |
14th | Inner-Planar Spirits |
18th | Elemental Master |
Bonus Languages
At 1st level, your connection with the elemental planes has taught you the language of elementals over time without you needing to try to learn them. You can speak, read, and write Primordial, and you can speak all four of the language's dialects (Aquan, Auran, Ignan, and Terran) as if you were a native speaker of them.
- Aquan is the native language of the Elemental Plane of Water. It is a flowing, subtle tongue that is filled with subtleties of meaning.
- Auran is the native language of the Elemental Plane of Air. It is a breathy, leisurely tongue that sounds like a long and slow exhalation.
- Ignan is the native language of the Elemental Plane of Fire. It is a sharp, intense tongue that has lots of hissing and clicking sounds.
- Terran is the native language of the Elemental Plane of Earth. It is a deep, rumbling tongue that vibrates through the listener like a tremor.
Material Bender
Also at 1st level, you gain basic control over the elements. You learn harness elements. It counts as a sorcerer cantrip for you, but it doesn't count against the number of sorcerer cantrips you know. If a feature of yours would allow you to replace sorcerer cantrips you know, you can't replace harness elements using that feature.
In addition, as an action or a bonus action, you can create an instantaneous and harmless sensory effect within 60 feet of you using any combination of earth, water, air, and fire such as causing nearby pebbles to rumble, a splash of damp mist, the sound of howling winds, or the smell of nearby smoke.
Primeval Aura
At 6th level, you learn to use the elements to briefly empower your physical capabilities. As an action, you can spend 3 sorcery points to choose one of the four elements. You surround yourself with the chosen element and gain the effects corresponding to it for 10 minutes. It ends early if you use this feature again, you die, or you choose to end it early (no action required).
Each option improves when you reach the 14th level in this class.
- Earth
- You gain a +2 bonus to your AC and on Strength, Dexterity, and Constitution saving throws.
- You gain tremorsense with a range of 60 feet.
- Starting at 14th level, you can move in any direction through solid non-magical earth and stone as if you were moving with a burrow speed without disturbing the material you move through. Any time you move into and/or out of an area of earth or stone in this way, that movement doesn't provoke opportunity attacks. Unless you have a burrow speed or some other way of traveling through the material you're in, you can't end your turn there. If you do, you're ejected to the nearest unoccupied space. This causes you to be stunned until the end of your next turn and to take 1d6 force damage for every 5 feet you are moved in this way.
- Water
- You gain a swimming speed equal to your walking speed, and you can breathe underwater while also retaining your normal mode of respiration.
- You are unaffected by difficult terrain, and a 10-foot radius sphere centered on you is difficult terrain. The sphere moves with you.
- As a bonus action, you can automatically escape non-magical restraints such as manacles that have you restrained or a creature that has you grappled.
- Starting at 14th level, you regain 1 hit point at the end of each of your turns (10 hit points each minute) while you have at least 1 hit point.
- Air
- You gain a flying speed equal to your walking speed, and you can hover.
- You can take the disengage action as a bonus action.
- Starting at 14th level, you can take the dash action as a bonus action.
- Fire
- You shed bright light in a 15-foot radius and dim light for an additional 15 feet.
- Whenever a creature you can see within 30 feet of you hits you with an attack, that creature takes 1 fire damage for every 10 damage they dealt to you with that attack.
- Immediately before the first time you move on your turn, you may choose to engulf your steps in fire. Until the start of your next turn, any area you move across gets ignited with nonmagical flames. If a creature starts their turn in the flames or moves through them on their turn, they must make a Dexterity saving throw. It takes 1d6 fire damage on a failed save, or 1 fire damage on a successful one. A creature can only take this damage once per turn, and you are immune to this damage. The flames vanish at the start of your next turn. As an action, a creature can extinguish all 5-foot areas of the flames within 5 feet of them. The flames can also be put out by standard means of extinguishing fire, such as splashing them with water.
- Starting at 14th level, any creature that takes fire damage as a result of this feature catches fire if they aren't already on fire in this way. Creatures that are on fire in this way take 1d6 fire damage at the start of each of their turns. Creatures remain on fire in this way for 1 minute or until someone uses their action to douse the fire.
Inner-Planar Spirits
At 14th level, your unusually high attunement with the elements and their respective planes allows you to gain the service of spirits which are based on and heavily resemble elementals but are noticeably weaker. You learn find elemental. It counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. If a feature of yours would allow you to replace sorcerer spells you know, you can't replace find elemental using that feature.
In addition, you can cast it by expending a spell slot as normal or by spending 6, 7, 8, or 9 sorcery points. When you cast it using sorcery points, it's treated as if you cast it using a spell slot of a level equal to the amount of sorcery points you spent. Once you cast find elemental using sorcery points, you can't do so again until you finish a long rest.
Elemental Master
At 18th level, your Material Bender, Primeval Aura, and Inner-Planar Spirits features improve. You can cast harness elements as a bonus action instead of as an action.
In addition, as an action or bonus action while surrounded by one of the four elements as a result of your Primeval Aura feature, you can change which of the four elements you're surrounded with as a result of that feature, but only if you do so before moving or taking any other actions on that turn. For the remainder of the duration, you gain the effects corresponding to the new element but lose the effects corresponding to the old element.
Finally, for all familiars you have summoned with find elemental, you can communicate with them telepathically and perceive through their senses as long as you two are on the same entire plane of existence.
Harness Elements[edit]
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: Choose from (V), (S), or (V, S)
Duration: 1 hour
You choose an area of non-magical earth, water, air, or fire that you can see within range. The area must be a basic shape such as a cone, cuboid, cylinder, or sphere. You decide the shape and dimensions of the area, but the entirety of it must be able to fit within a 5-foot cube.
If you chose an area of earth, you manipulate it in one of the following ways. The earth must be unworked to be affected:
- You cause up to 5 cubic feet of earth in the area that's loose from other earth it's touching (such as dirt) to become attached to other earth it's touching. This effect is instantaneous.
- You cause up to 5 cubic feet of earth in the area that's attached to other earth it's touching (such as stone) to become loose from other earth it's touching. This effect is instantaneous.
- You excavate any loose earth in the area, move it along the earth, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. This effect is instantaneous.
- If the earth in the area is part of the ground, you can change it to become either difficult terrain or normal terrain for the duration. If the earth in the area is part of a wall or ceiling, you can change it to become either easier or harder to climb for the duration.
If you chose an area of water, you manipulate it in one of the following ways:
- You move the water in the area up to 5 feet away along the ground and/or through other water. This movement doesn't have enough force to cause damage. This effect is instantaneous.
- You change the color and/or opacity of the water in the area for the duration.
- You cause the water in the area to form simple shapes that animate as you like for the duration.
- You freeze the water in the area, provided that no creatures are in the area. The water unfreezes at the end of the duration.
If you chose an area of air, you manipulate it in one of the following ways. There must be air in the area, so this won't work in a vacuum:
- You change the speed and/or direction of the flow of air in the area for the duration. You can't increase the speed to a point so that it can harm creatures or push objects weighing 5 pounds by more than 10 feet per round.
- You change the odor of the air in the area for the duration. Creatures can smell the odor from up to 30 feet away. The air can't be made to smell so bad that it might sicken a creature.
- You create a blast with the air in the area strong enough to push creatures. All creatures entirely in the area must succeed on a Strength saving throw or be pushed up to 10 feet in a direction of your choice. All affected creatures must be pushed in the same direction as each other. This effect is instantaneous.
- You heat the air in the area. This either creates fire within or expand nearby fire to the area, provided that wood or fuel is present in the area. If the fire created is larger than that of a lit torch or small candle, all creatures in the area must succeed on a Dexterity saving throw or take 1d6 fire damage. Creatures who succeed can't be affected by the fire until the end of their next turn. This effect is instantaneous.
If you chose an area of fire, you manipulate it in one of the following ways:
- You change the color, brightness, and/or temperature of the fire in the area for the duration. Changing the brightness causes the bright light and dim light the fire sheds to change accordingly, though it can't be increased above double nor decreased below half the fire's normal brightness. The temperature can't be increased or decreased by more than 200°F, and decreasing it to be too low may extinguish it at the DM's discretion.
- You cause the fire in the area to form simple shapes that animate as you like for the duration.
- You extinguish as much fire in the area as you want. This effect is instantaneous.
If an effect is stated as being instantaneous, it happens immediately instead of lasting for the duration. You can have up to 10 of its non-instantaneous effects active with this spell at a time. If you would exceed that limitation, then the oldest non-instantaneous effect you have active with this spell ends. You can dismiss a non-instantaneous effect which you have active with this spell as an action.
The size of the cube which the entirety of the affected area must fit within increases by 5 feet in all dimensions when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).
Find Elemental[edit]
6th-level conjuration
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (incense, gemstone dust, charcoal, and fine drinks worth 25gp, which the spell consumes, and a special component that varies according to what form you want to have the elemental familiar take on)
Duration: Instantaneous
You summon a tiny elemental familiar, an unusually intelligent, wise, and charismatic spirit that takes on an elemental form. It's strangely able to resist elements that aren't the one it's based on.
Choose one of the following forms for it to take on: air spirit, earth spirit, fire spirit, or water spirit. The elemental familiar appears in an unoccupied space within range and has the statistics of the chosen form, the stat blocks for all of which are detailed below. It is wreathed in the element its form is based on (air, earth, fire, and water respectively), but you otherwise determine it's appearance, basic shape, and arrangement of limbs when you summon it. You can't change its size, and you can't give it an arrangement of limbs which would allow it to have more than two free hands.
The material components for this spell vary depending on what form you want to have the elemental familiar take on.
- Air Spirit. The special component is a gold-inlaid horn worth at least 250gp.
- Earth Spirit. The special component is a gold-inlaid hammer worth at least 250gp.
- Fire Spirit. The special component is a gold-inlaid torch worth at least 250gp.
- Water Spirit. The special component is a gold-inlaid flask worth at least 250gp.
An elemental familiar you have summoned in this way acts independently of you, but it always obeys your commands. In combat, you roll one initiative check using your Dexterity modifier for both you and all of your elemental familiars. You and your elemental familiars take your turns one after another in whatever order you want, which you must decide when the initiative is rolled. An elemental familiar can't Attack or grant advantage on attack rolls using the Help action, but it can take other actions as normal.
As an action, you can temporarily dismiss an elemental familiar of yours to a pocket dimension, causing it to leave behind anything it was wearing or carrying. Alternatively, you can dismiss it forever. As an action while an elemental familiar of yours is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
While an elemental familiar of yours is within 1000 feet of you, you can communicate with it telepathically. In addition, as an action, you can choose an elemental familiar of yours within 1000 feet of you. You see what that elemental familiar sees and hear what that elemental familiar hears until the start of your next turn, gaining the benefits of any special senses it has. While you're perceiving through an elemental familiar's senses in this way, you are blind and deaf with regard to your own senses.
When an elemental familiar of yours drops to 0 hit points, it disappears, leaving behind anything it was wearing or carrying but no physical form. Once this happens, no elemental familiar you summon in this way may take on the same form as that of the one which disappeared for 2d4+2 days. If you cast this spell again, you can cause an elemental familiar of yours that disappeared in this way to reappear instead of gaining the service of a new one, provided that it takes on the same form as when it disappeared.
If you cast this spell while you already have one or more elemental familiars currently summoned with this spell or while there are no eligible forms for an elemental familiar you would summon in this way to take on, the casting fails.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, for the purpose of your casting of this spell failing, you are considered to have one less elemental familiar summoned in this way for each slot level above 6th, though no elemental familiar you summon in this way may take on the same form as that of a different elemental familiar you have summoned in this way.
Air Spirit
Tiny Elemental, Your Alignment
Armor Class 16
Hit Points 5 (2d4)
Speed 5ft., fly 20 ft. (hover)
STR | DEX | CON | INT | WIS | CHA | |||||
---|---|---|---|---|---|---|---|---|---|---|
3 (-4) | 17 (+3) | 10 (+0) | 14 (+2) | 13 (+1) | 16 (+3) |
Skills Perception +7, Performance +9, Stealth +9
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., passive Perception 17
Languages Auran, Understands the languages its creator can speak but doesn't willingly speak them
Challenge 1/8 (25 XP)
Elemental Nature. The elemental doesn't require air, food, drink, or sleep. During a long rest, it can spend all 8 hours doing light activity such as reading, talking, and keeping watch.
Flexible Form. While the elemental is wearing no armor and wielding no shield, its AC includes its Charisma modifier. In addition, it can move through a space as narrow as 1 inch wide without squeezing.
Air Adjustability. The elemental can enter a hostile creature's space and stop there.
ACTIONS
Sensory Effect. The elemental creates an instantaneous and harmless sensory effect within 60 feet of it using air such as causing nearby leaves to rustle, a draft of cool air, the sound of howling winds, or the smell of an odd gas.
Earth Spirit
Tiny Elemental, Your Alignment
Armor Class 16
Hit Points 5 (2d4)
Speed 5ft., fly 20 ft. (hover), burrow 20 ft.
STR | DEX | CON | INT | WIS | CHA | |||||
---|---|---|---|---|---|---|---|---|---|---|
3 (-4) | 17 (+3) | 10 (+0) | 14 (+2) | 13 (+1) | 16 (+3) |
Skills Perception +7, Performance +9, Stealth +9
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., passive Perception 17
Languages Terran, Understands the languages its creator can speak but doesn't willingly speak them
Challenge 1/8 (25 XP)
Elemental Nature. The elemental doesn't require air, food, drink, or sleep. During a long rest, it can spend all 8 hours doing light activity such as reading, talking, and keeping watch.
Flexible Form. While the elemental is wearing no armor and wielding no shield, its AC includes its Charisma modifier. In addition, it can move through a space as narrow as 1 inch wide without squeezing.
Earth Traversability. The elemental can burrow through solid non-magical earth and stone, and it doesn't disturb material it burrows through.
ACTIONS
Sensory Effect. The elemental creates an instantaneous and harmless sensory effect within 60 feet of it using earth such as causing nearby pebbles to rumble, tiny ground vibrations, the sound of nearby footsteps, or the smell of wet soil.
Fire Spirit
Tiny Elemental, Your Alignment
Armor Class 16
Hit Points 5 (2d4)
Speed 5ft., fly 20 ft. (hover)
STR | DEX | CON | INT | WIS | CHA | |||||
---|---|---|---|---|---|---|---|---|---|---|
3 (-4) | 17 (+3) | 10 (+0) | 14 (+2) | 13 (+1) | 16 (+3) |
Skills Perception +7, Performance +9, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., passive Perception 17
Languages Ignan, Understands the languages its creator can speak but doesn't willingly speak them
Challenge 1/8 (25 XP)
Elemental Nature. The elemental doesn't require air, food, drink, or sleep. During a long rest, it can spend all 8 hours doing light activity such as reading, talking, and keeping watch.
Flexible Form. While the elemental is wearing no armor and wielding no shield, its AC includes its Charisma modifier. In addition, it can move through a space as narrow as 1 inch wide without squeezing.
Fire Luminosity. At the start of the elemental's turn, it can choose to shed dim light in a 5-foot radius until the end of that turn.
ACTIONS
Sensory Effect. The elemental creates an instantaneous and harmless sensory effect within 60 feet of it using fire such as causing nearby flames to rustle, a puff of warm sparks, the sound of a raging flame, or the smell of nearby smoke.
Water Spirit
Tiny Elemental, Your Alignment
Armor Class 16
Hit Points 5 (2d4)
Speed 5ft., fly 20 ft. (hover), swim 20 ft.
STR | DEX | CON | INT | WIS | CHA | |||||
---|---|---|---|---|---|---|---|---|---|---|
3 (-4) | 17 (+3) | 10 (+0) | 14 (+2) | 13 (+1) | 16 (+3) |
Skills Perception +7, Performance +9, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., passive Perception 17
Languages Aquan, Understands the languages its creator can speak but doesn't willingly speak them
Challenge 1/8 (25 XP)
Elemental Nature. The elemental doesn't require air, food, drink, or sleep. During a long rest, it can spend all 8 hours doing light activity such as reading, talking, and keeping watch.
Flexible Form. While the elemental is wearing no armor and wielding no shield, its AC includes its Charisma modifier. In addition, it can move through a space as narrow as 1 inch wide without squeezing.
Water Fluidity. The elemental is unaffected by difficult terrain.
ACTIONS
Sensory Effect. The elemental creates an instantaneous and harmless sensory effect within 60 feet of it using water such as causing nearby ponds to ripple, a splash of damp mist, the sound of a sudden splash, or the smell of the ocean.
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