Base Class: Sorcerer
You have a unique and unpredictable relationship with magic, refracting energy from the elements and weaving spells as vibrant as they are potent. Perhaps some innate connection to the elemental planes fuels your arcane affinity, or prior exposure to other chaotic magic. The elements are yours to harness, but never to command—you are but a conduit, a prism.
*While the Radiant and Necrotic damage types are not considered ‘elements’ by D&D standards, they could be considered more esoteric elements of good and evil, and potentially included on the Elemental Affinity Table. Check with your DM before playing with these extra two damage types. You would then roll a d8 instead of a d6 for your Elemental Affinity ability, and the colors would be White for Radiant and Black for Necrotic (note: Kaleidoscopic Sorcery may not be able to apply to these damage types at every level). No, force is not an element. Neither is psychic.
Elemental Affinity
The chaotic magic of the elements is constantly shifting and swirling through you, and rather than being potent in one type of spellcasting, the elemental focus of your magic is constantly changing.
Elemental Affinity Table
| Element | Elemental quirk |
|---|---|
|
Acid (Orange) |
After spending 10 minutes laying your hands on a piece of metal that is no more than 1 inch thick, a creature gains a +1d4 bonus to strength checks made to break or damage the metal. |
|
Cold (Blue) |
You are cold to the touch, your pulse is dampened, and creatures have disadvantage on medicine checks to determine if you are alive or dead. |
|
Fire (Red) |
You can start fires with touch. As an action, you can magically ignite a flammable object you touch with your hand. |
|
Lightning (Yellow) |
You give off a slight aura of static electricity, causing your unarmed strikes to deal an extra 1d4 lightning damage on hit. |
|
Poison (Green) |
You have advantage on saves against ingested poisons and other alchemical effects (including alcohol). |
|
Thunder (Violet) |
You can make your voice boom up to 3 times as loud as normal, to be heard up to 100 feet away (no action required). |
At the end of a long rest, roll a d6. The number rolled corresponds to a different elemental damage type as seen on the Elemental Affinity Table. The resulting elemental affinity and Elemental Quirk ability last until you finish a long rest, where you roll again, potentially receiving a new elemental affinity. Your Elemental Affinity may manifest itself through you in different ways. Perhaps your irises change hue to match your result, your veins glow and pulse with color, or the tips of your hair become dyed to match your elemental affinity.
Potent Cantrips
When you deal damage with a cantrip that is the same damage as your current elemental affinity, you ignore the target's resistance to the damage type.
Elemental Adaptation
Starting at 6th level, as a bonus action, you can expend 1 Sorcery Point and roll on the Elemental Affinity Table. You may choose whether or not to change your Elemental Affinity to the new result, or to remain the same. The Sorcery Point is consumed regardless.
Kaleidoscopic Sorcery
At 6th level, you learn one additional spell of your choice from any class’s spell list, as long as it is from the evocation school of magic, deals the same damage type as your current Elemental Affinity, and is a level of which you have spell slots. Whenever you roll on the Elemental Affinity Table, you can change this spell to a different evocation spell of which you have slots for, as long as it deals the same damage as your new Elemental Affinity. You also add your Charisma modifier to the damage of any spells that you cast that deal the same damage type as your current elemental affinity.
Prismatic Control
At 14th level, you begin to gain control of the shifting chromatic magic within you. Whenever you roll on the Elemental Affinity Table, you can roll twice and use either number. You now gain resistance to the damage type of your current Elemental Affinity.
Arcane Refraction
Starting at 18th level, you can refract magical energy through your own body and expel it out as a powerful magical attack. As a reaction, when you or a creature you can see within 30 feet of you takes damage from acid, cold, fire, lightning, poison or thunder, you can expend Sorcery Points equal to the amount of damage dealt divided by 10. If the triggering damage was dealt towards another creature, that creature takes no damage, and you take half the triggering damage. Otherwise, you take half the triggering damage. You may then switch to an Elemental Affinity of your choice, and can deal the full amount of triggering damage to a creature you can see within 30 feet of you, but of the same damage type as your newly chosen Elemental Affinity.
You can use this ability two times, and gain all used back after finishing a long rest.
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