Sorcerer

Sorcerous Origin: Scion of the Shapers

The elements do not obey me. They remember me. And sometimes, their memory is a furious, uncontrolled surge that consumes all. We are not their masters; we are merely their conduits, and the conduit can break.
— A scarred Scion of the Shapers, after inadvertently scorching a patch of fertile land with a miscast spell, his eyes burning with uncontrolled elemental light.

Your blood carries the echo of the Jen’mahadim, the ancient elemental shapers who once sculpted cities from flame and sky, and whose mastery of the six elements rivaled even the gods. Whether you are a direct descendant, a reincarnated soul, or the result of a leyline awakening, your magic is not learned—it is remembered. You are a Scion of the Shapers, a living conduit of elemental harmony and chaos, capable of profound manipulation of the world's raw forces. Scions are often revered as elemental prodigies or leyline-born mystics, living links to a forgotten age, though their raw power might also evoke fear in those who remember the Elemental Deluge and the destructive potential of uncontrolled elements. Their volatile nature means their power always comes with a risk of backlash, reflecting the untamed primordial forces they channel.

Scions are not "elemental tourists." Their very existence is a gamble with the fundamental building blocks of reality. They navigate a world that is both their source of power and their greatest threat. Their methods can attract the attention of Dragon Overlords (who might seek to control or understand them), the Drakemetal Vanguard (who might attempt to regulate them), or even the insidious azhra cults (who seek to corrupt their elemental connection).

Core Sorcerer Traits

TraitDescription
Primary AbilityCharisma
Hit Point Die1d6 per Sorcerer level
Saving Throw ProficienciesConstitution, Charisma
Skill ProficienciesChoose two from Arcana, Deception, Insight, Intimidation, Persuasion, Religion
Weapon ProficienciesDaggers, Darts, Slings, Quarterstaffs, Light Crossbows
Armor TrainingNone

Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Scion of the Shapers Features

Sorcerer LevelFeature
1stElemental Affinity, Shaper’s Legacy
6thElemental Flux, Primal Resonance
14thElemental Mantle
18thPrimordial Confluence

Elemental Affinity (1st Level)

When you choose this origin, you establish a deep attunement to one of the six elemental forces: Fire, Water, Earth, Air, Void, or Light. This is your Primary Element.

You learn one cantrip associated with your element (see below). It counts as a sorcerer spell for you and doesn’t count against your cantrips known.

ElementDamage TypeCantrip
FireFirecontrol flames
WaterColdshape water
EarthPoisonmold earth
AirLightninggust
VoidNecroticchill touch
LightRadiantlight

You can change your Primary Element when you finish a long rest, reflecting your dynamic elemental nature. When you shift your attunement, you might feel a sudden change in ambient temperature, hear a faint elemental hum, or see a subtle shift in the light around you.

Shaper’s Legacy (1st Level)

Your connection to the Jen’mahadim grants you ancient knowledge. You gain proficiency in Arcana or History (your choice), and you can read, write, and speak Primordial.

Additionally, when you cast a spell that deals elemental damage (fire, cold, lightning, poison, necrotic, or radiant), you can spend 1 sorcery point to subtly alter its form, changing the damage type to match your current Primary Element. This is a powerful act of elemental manipulation, allowing you to bypass resistances or exploit vulnerabilities.

Elemental Flux (6th Level)

Your elemental nature becomes more volatile and reactive. When you cast a spell of 1st level or higher that deals elemental damage (acid, cold, fire, lightning, necrotic, or radiant), you can cause one of the following effects based on your Primary Element. You can use this feature a number of times equal to your proficiency bonus per long rest.

  • Fire: The target ignites, taking 1d6 fire damage at the start of its next turn.
  • Water: The target’s speed is reduced by 10 feet until the end of its next turn.
  • Earth: The target must succeed on a Strength saving throw against your sorcerer spell save DC or be knocked prone.
  • Air: You can push the target 10 feet in a direction of your choice.
  • Void: You gain temporary hit points equal to your Charisma modifier (minimum 1).
  • Light: The target has disadvantage on its next attack roll.

Primal Resonance (6th Level)

As your mastery deepens, your connection to your Primary Element intensifies, and its raw power becomes more readily available. When you cast a spell that deals damage of your Primary Element’s type, you can add your Charisma modifier (minimum 1) to one damage roll of that spell.

Elemental Mantle (14th Level)

You can surround yourself with a protective aura of elemental force. As a bonus action, you can activate your Elemental Mantle for 1 minute. While active, the air around you shimmers with the energy of your Primary Element, and faint elemental motes might swirl around you.

  • You gain resistance to your Primary Element’s damage type.
  • When a creature hits you with a melee attack, it takes damage equal to your Charisma modifier (minimum 1) of your Primary Element’s type.
  • You can change your Primary Element as a bonus action on your turn.

You can use this feature once per long rest, or by spending 3 sorcery points.

Primordial Confluence (18th Level)

You become a living embodiment of elemental harmony and chaos, a true conduit of the Shapers' power, but the transformation is volatile. As an action, you can enter a Conduit State for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest. For the duration:

  • You gain resistance to all six elemental damage types (acid, cold, fire, lightning, poison, necrotic, radiant).
  • When you cast a spell that deals elemental damage, you can choose to deal two types of damage instead of one.
  • Once per turn, when you deal elemental damage, you can cause a creature to make a Constitution saving throw against your sorcerer spell save DC or be blinded, restrained, or frightened (your choice) until the end of its next turn.
  • After this feature ends, you must succeed on a DC 18 Constitution saving throw or gain 2 levels of exhaustion, as the immense influx of primordial power shatters your mortal form. If you fail this save by 5 or more, you also suffer a permanent scar (e.g., a patch of elemental-infused skin, an eye that glows faintly with elemental light, or a voice that echoes with a resonant hum) and you attract the attention of a powerful elemental entity or a Dragon Overlord (DM's discretion).

Siphoner Spell List

Design Principles:

  • Emphasis on elemental magic (fire, cold, lightning, acid, force).
  • Access to utility and control spells (movement, barriers, detection).
  • Selective use of healing, illusion, and anti-magic.
  • No summoning, necromancy, or divine invocations.

Cantrips (0-Level)

  • Control Flames
  • Gust
  • Light
  • Mage Hand
  • Mending
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Shocking Grasp
  • Thaumaturgy

1st-Level Spells

  • Absorb Elements
  • Burning Hands
  • Chromatic Orb
  • Detect Magic
  • Feather Fall
  • Fog Cloud
  • Identify
  • Shield
  • Thunderwave
  • Witch Bolt

2nd-Level Spells

  • Aganazzar’s Scorcher
  • Blur
  • Darkvision
  • Gust of Wind
  • Heat Metal
  • Levitate
  • Mirror Image
  • Misty Step
  • Shatter
  • See Invisibility

3rd-Level Spells

  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Fly
  • Lightning Bolt
  • Protection from Energy
  • Sleet Storm
  • Wall of Sand
  • Water Breathing

4th-Level Spells

  • Arcane Eye
  • Dimension Door
  • Elemental Bane
  • Greater Invisibility
  • Ice Storm
  • Storm Sphere
  • Wall of Fire

5th-Level Spells

  • Cone of Cold
  • Control Winds
  • Wall of Force
  • Telekinesis
  • Synaptic Static
  • Transmute Rock

This list gives the Scion of the Shapers a distinct identity—they’re not just a spellcaster, but a resonant manipulator of magical forces, with a toolkit that reflects their Novendragos roots and elemental versatility.


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