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Primal Fury

Spell Rage

Starting when you choose this origin at 1st level, you can fight and cast spells with primal savagery. On your turn, you can enter a spell rage as a bonus action. While you are in a spell rage, you gain the following benefits if you aren't wearing armor:
  • Your AC equals 10 + your Dexterity modifier + your Constitution modifier
  • You gain a bonus to your Spell save DC and your Spell attack modifier equal to half your proficiency bonus
  • While you are in a spell rage, you can cast and concentrate on your sorcerer spells.
If you have the Rage class feature or a similar feature, you can't gain the benefits of that feature and a spell rage at the same time. If you enter one while you are still in the other, the first feature ends.   Your spell rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't cast a spell or cantrip since your last turn or taken damage since then. You can also end your spell rage on your turn as a bonus action . You can use this feature twice, and you regain all expended uses when you finish a long rest.   You can use this feature three times between long rests starting at 6th level, four times between long rests starting at 14th level, and five times between long rests starting at 18th level.

Spell Fury

Starting at 6th level, you can channel your fury into a spell to make it more powerful. When you cast a spell, you can choose one of the following options. You can't use this feature and your Metamagic feature on the same spell.
Merciless. If the spell requires an attack roll, you can add your Constitution modifier to one of the attack rolls. If you choose this option, you must choose to use it before you make the attack roll.
Power. If the spell deals damage, you can roll one of the spell's damage dice one additional time and add it to the damage of the spell.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Relentless Rage

Starting at 14th level, your primal rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're in a spell rage and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Fury Unleashed

Starting at 18th level, you can call on the primal fury that feeds your power to unleash a powerful spell. You don't choose this spell; you only choose the kind of spell you want, and your fury does the rest. As an action, choose one of the following options: Single Target, Mass Damage, or Self Benefit. Roll on the corresponding table below to determine which spell you cast. You cast that spell at its lowest level (unless the description says otherwise) without expending a spell slot, even if it is a spell you don't know. If the spell requires concentration, you maintain concentration on it as normal.   If you choose the Self Benefit option, you can only cast the spell on yourself.   Once you use this feature, you can't use it again until you finish a short or long rest.
Single Target
d10 Spell
1-2 Magic Missile (3rd Level)
3-4 Chromatic Orb (3rd Level)
5-6 Melf's Acid Arrow (3rd Level)
7-8 Scorching Ray (4th Level)
9 Blight
10 Hold Monster
Mass Damage
d10 Spell
1 Erupting Earth
2-3 Tidal Wave
4-5 Fireball
6-7 Lightning Bolt
8 Wall of Fire
9 Vitriolic Sphere
10 Cone of Cold
Self Benefit
d10 Spell
1 False Life (3rd Level)
2-3 Mirror Image
4 Haste
5 Blink
6-7 Greater Invisibility
8 Fire Shield
9 Freedom of Movement
10 Stoneskin

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