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Ushada Marked

The Ushada Marked are those whose inherent magic comes from the primal spirits of Fenrilik. Perhaps they have been chosen for a specific purpose or destiny, or maybe their magic is inherited from a Ushada Marked ancestor.

There are even whispers that some of the Ushada Marked are directly related to these spirits, though this has never been proven. In some areas, the Ushada Marked fulfill a role similar to a cleric’s, becoming spiritual leaders within their communities.

Primal Surge

It isn’t easy to control the primal forces of nature. Starting at 1st level, whenever you roll a natural 1 on a spell attack roll, you lose control of the power within you. Roll on the Primal Surge table to determine the effect this has.

Primal Surge
d6 Effect
1 All active spells cast by creatures within 30 feet of you immediately end.
2 A powerful gust of cold wind swirls around you. You and each creature within 5 feet of you must make a Strength saving throw against your spell save DC or take bludgeoning damage equal to your Sorcerer level.
3 Fire erupts around you. You and each creature within 5 feet of you must make a Dexterity saving throw against your spell save DC or take fire damage equal to your Sorcerer level.
4 The temperature around you suddenly drops, freezing the ground and everything around you. You and each creature within 5 feet of you must make a Constitution saving throw against your spell save DC or take cold damage equal to your Sorcerer level.
5 You summon a number of local beasts equal to your sorcerer level. The GM chooses what type of beasts are summoned, but they cannot be greater than CR2. Roll a d4. On a 4, the beasts are friendly towards you and will act to defend you. On a 1, the beasts are hostile towards you and will attack. On a 2-3, the beasts are neutral and will act to defend themselves only.
6 The sound of whispers fills your mind. Until the beginning of your next turn, you are Paralyzed, but you have advantage on your next attack roll.

Primal Instinct

At 1st level, you have an instinctive connection to the world around you. You may make any Wisdom ability check with advantage.

Once you use this ability, you cannot do so again until you finish a long rest or until you trigger a Primal Surge.

Elemental Nudge

At 6th level, whenever a source would deal acid, cold, fire, lightning, or thunder damage to you or a target you can see, you can use your reaction and spend 2 sorcery points to increase or decrease that damage by an amount equal to your sorcerer level.

Primal Adept

At 14th level, you gain control over your Primal Surge.

You automatically succeed on all Primal Surge saving throws. As an action, you can spend 2 sorcery points to roll on the Primal Surge table, or 4 sorcery points to activate the Primal Surge effect of your choice.

Elemental Awakening

At 18th level, your connection to the Ushada fully awakens. Choose one of the following or roll a d6 to determine what kind of awakening you go through. Once chosen, this effect is permanent.

d6 Awakening
1 Spirit of the Still Night
2 Spirit of the Storm
3 Spirit of the Hearth
4 Spirit of the Ice
5 Spirit of the Beasts
6 Spirit of the Ancients
  • Spirit of the Still Night. The air around you seems unnaturally still, and your voice never echoes. You see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Whenever you are dealt damage from a spell, reduce that damage by an amount equal to your Charisma modifier.
  • Spirit of the Storm. The wind moves around you, reacting to your emotions. When you’re calm it’s a gentle breeze, but when you’re angry it roars like the storm in your heart. Ranged weapon attacks have disadvantage to hit you as long as you’re not surprised or Incapacitated. Whenever you deal damage with a spell, you also deal lightning damage equal to your Charisma modifier.
  • Spirit of the Hearth. Your eyes glow with an inner fire, and your body radiates a steady warmth, protecting you from cold environments. During combat, this heat becomes intense. Other creatures must make a Constitution saving throw if they approach within 5 feet of you. If they fail, they take fire damage equal to your Charisma modifier. They must make the save each round until they succeed or move out of range. Whenever you deal damage with a spell, you also deal fire damage equal to your Charisma modifier.
  • Spirit of the Ice. A thin layer of frost coats your skin, and your breath fogs the air, protecting you from hot environments. You gain +2 to your AC. Whenever you deal damage with a spell, you also deal cold damage equal to your Charisma modifier.
  • Spirit of the Beasts. Your teeth and nails sharpen. You may cast speak with animals at will without expending a spell slot. When you summon beasts with Primal Surge, you may use your action to create a telepathic bond between you and one beast that you have summoned. That beast is friendly towards you and follows your commands. It has its own initiative and acts normally on its turn. You can communicate telepathically within 100 feet. You may only be bonded to one beast at a time, and the bond lasts until the beast dies or until you use an action to release it from the bond.
  • Spirit of the Ancients. You develop dark circles under your eyes and your skin appears sickly and pale. You gain the wisdom of your ancestors. Whenever you make a Wisdom ability check or saving throw, add +2 to the roll. Additionally, you may add your Wisdom ability modifier to your spell attack rolls.
Section 15: Copyright Notice

Deadworlds: A Post-Apocalyptic Expansion for the World's Greatest Roleplaying Game Copyright 2017 PondStrider Games. Author George Sutherland Howard

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