Song has always been a fundamental part of the cosmos; the harmonies of creation and destruction, the rhythms of change, the fundamental notes upon which all things material and magical are built upon. Primal Song is the name given to this primeval musical force, and it can provide great power to make and unmake. Bards tap into small portions of the Primal Song in much of their magic, but sorcerers of the Primal Song hold it in their very souls: music and creation incarnate, a willful force that longs to be heard.
As a Primal Song sorcerer, you decide how you acquired your powers. Were you born with them, or did a later event impart them? Consult the Primal Song Origins table for a possible source of your power.
| PRIMAL SONG ORIGINS |
d6 |
Origin |
1 |
As a child you had an imaginary friend who looked like a satyr or other fey creature, who one day unlocked the music within you. |
2 |
You heard an incredible song that resonated with your soul so completely that it’s never left you. |
3 |
You were born at the height of a celebration or festival to a god of music. |
4 |
A portion of the Primal Song was hidden within your soul by a dubious wizard before his experiments were put to an end. |
5 |
Your parent was a paragon of musical skill or passion, which deepened to primal levels in you. |
6 |
You’ve always been a free and wild soul, distinguishing that song from yourself has never even occurred to you. |
The power of Primal Song is not one that can be kept quiet. At your option, you can pick from or roll on the Primal Song Sorcerer Quirks table to create a quirk for your character.
| PRIMAL SONG SORCERER QUIRKS |
d6 |
Quirk |
1 |
You sing in your sleep. |
2 |
Your speech always has a melodic singsong quality. |
3 |
You find silence deeply unsettling, and feel the need to fill it with tunes or rhythms. |
4 |
Your voice changes with your mood. |
5 |
People around you catch themselves absentmindedly humming or singing more often than usual. |
6 |
You can sing perfectly well without air, such as underwater or in a void. |
Musical Maker
Starting when you choose this origin at 1st level, the
music within you makes you a naturally talented
musician. You have proficiency in all musical
instruments, and can use them as a spellcasting focus
for your sorcerer spells.
Additionally, you can use musical instruments to
magically perform tasks that would normally require a
specific set of artisan’s tools, and are treated as
proficient in that task while doing so. For example, you
can repair metal armor or cook a meal by playing a
musical instrument, as long as all other conditions for
doing so are met, such as having the appropriate
materials and time.
Song of Creation
Starting at 1st level, you’re able to musically manifest
physical objects. You conduct a 1 minute ritual in
which you must sing or play a musical instrument to
channel the Primal Song. When the ritual finishes, you
create a nonmagical item of your choice that appears in
an unoccupied space within 5 feet of you. It must be
Medium or smaller, and can’t have a gp value of more
than 10 times your sorcerer level. The item is
completely real and lasts indefinitely. Creatures
touching the item hear faint music that’s both familiar
and unplaceable.
Once you create an item with this feature, you can’t
do so again until you finish a long rest, unless you
spend 3 sorcery points to use this feature again.
The size of the item you can create with this feature
increases by one size category when you reach 6th level
(Large) and 14th level (Huge).
Symphony of Destrction
At 6th level, manipulating your inherent magic releases
echoes of the Primal Song’s power to unmake. When
you use a metamagic option on a spell, immediately
after casting the spell you can release a localised burst
of destructive notes against one creature you can see
within 30 feet. The creature must succeed on a
Constitution saving throw against your sorcerer spell
save DC or take 2d6 thunder damage and be blinded
and deafened until the start of your next turn.
Be Where Song Is
At 14th level, you can be wherever sound is. When you
hear a sound that originates within 120 feet of you, you
can use your reaction and spend 2 sorcery points to
teleport to the unoccupied space nearest to that sound’s
point of origin.
You can use this feature a number of times equal to
your Charisma modifier (minimum once), and regain
all expended uses when you finish a long rest.
Primeval Soundwave
When you reach 18th level, you can release a small
burst of raw Primal Song. As an action, you spend 4
sorcery points and emit the primeval rhythms and
invigorating melodies of the Primordial Song, audible
out to 60 feet. Nonhostile creatures in the music’s area
regain 4d12 hit points, and any blindness, deafness, or
diseases affecting them end. Hostile creatures in the
area must succeed on a Strength saving throw against your sorcerer spell save DC or be pushed 10 feet away
from you and knocked prone.
Additionally, plants burst forth or grow more dense
in the area of the Primal Song, making it difficult
terrain. Nonmagical beasts of CR0 in the area increase
their size by one category (for example, from Tiny to
Small) and are awakened as per the awaken spell. These
effects on beasts and plants last for 24 hours.
Once you have used this feature, you can’t do so
again until you finish a long rest.
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