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Primal Song

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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