Base Class: Sorcerer
He who learns to leash the furies of the Elemental Planes is known as a bonded summoner. The mightiest manifestation of those planes, in their various potencies, is the elemental. And the bonded summoner knows elementals. He has studied their ways, means, origins, and formation. He instinctively knows an elemental’s strengths and develops an unbreakable bond with a powerful elemental companion. As this bond deepens over time, the bonded summoner’s kinship with the elemental forces he controls deepens, blurring the line between summoner and summoned. Eventually, this journey of discovery leads to his own ability to take on the form of that which he could formerly only summon.
Elemental Companion
At 1st level, you choose one type of elemental as your companion. The damage type associated with each elemental is used by features you gain later.
Primordial Ancestry
Elemental | Language | Damage Type | Familiar Abilities |
---|---|---|---|
Air |
Auran |
Lightning |
20 ft fly (or +10 ft fly speed if it already has fly) |
Earth |
Terran |
Bludgeoning, Piercing, or Slashing from nonmagical weapons |
5 ft burrow (or +5 ft burrow if it already has burrow) |
Fire |
Ignan |
Fire |
Sheds bright light in a 10-foot sphere and dim light an additional 10 ft. You can extinguish or resume this light as a bonus action. |
Water |
Aquan | Cold | 20 ft swim (or +10 ft swim speed if it already has swim) |
You can speak, read, and write an elemental language as indicated. Additionally, you can cast the spell Find Familiar once per day without using a spell slot and the spell is added to your spells known. The familiar you summon gains additional resistances and abilities as indicated in the table above.
At 3rd level your familiar gains these abilities:
- +10 hit points and a +1 bonus to AC.
- As a bonus action, you can command the familiar to take the Attack action, and it can make an attack using your spell attack bonus.
- The familiar’s weapon attacks deal 1d4 + Your Charisma modifier damage of a type indicated in the Damage Type column.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Air Elemental
At 1st level, you choose one type of elemental as your companion. The damage type associated with each elemental is used by features you gain later.
Earth Elemental
At 1st level, you choose one type of elemental as your companion. The damage type associated with each elemental is used by features you gain later.
Fire Elemental
At 1st level, you choose one type of elemental as your companion. The damage type associated with each elemental is used by features you gain later.
Water Elemental
At 1st level, you choose one type of elemental as your companion. The damage type associated with each elemental is used by features you gain later.
Elemental Fortitude
At 6th level, you begin to take on characteristics of your companion. You now have resistance to a damage type determined by your patron's kind: choose one of bludgeoning, piercing, or slashing (earth elemental), lightning (air elemental), fire (fire elemental), or cold (water elemental). You also have resistance to poison and advantage on Constitution saves vs the poisoned condition.
Bludgeoning Resistance
You take on some of the resistances of your Earth Elemental Companion. Gain bludgeoning resistance.
Cold Resistance
You take on some of the resistances of your Water Elemental Companion. Gain Cold resistance.
Fire Resistance
You take on some of the resistances of your Fire Elemental Companion. Gain fire resistance.
Lightning Resistance
You take on some of the resistances of your Air Elemental Companion. Gain lightning resistance.
Piercing Resistance
You take on some of the resistances of your Earth Elemental Companion. Gain piercing resistance.
Slashing Resistance
You take on some of the resistances of your Earth Elemental Companion. Gain slashing resistance.
Improved Elemental Companion
At 6th level you add the spells Summon Elemental and Warding Bond to your spells known.You can cast these spell once per day without using a spell slot and upcast to a level equal to the highest spell slot you can cast. When cast using this ability, these spells do not require a material component.
You can only cast Summon Elemental to summon your elemental companion, which is an elemental of the type you chose. Your elemental companion replaces your familiar and is treated like your familiar. Summoning it doesn't require concentration or have a duration and you can communicate telepathically or have it deliver touch spells as a familiar would.
Additionally, you may have your elemental companion cast the Warding Bond spell targeting you so you gain a +1 bonus to AC and saving throws, and resistance to all damage. Also, during the spell's duration, each time you take damage, your elemental companion takes the same amount of damage.
Elemental Body
Beginning at 14th level, you can unleash the elemental energies within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You gain immunity to the Paralyzed and Petrified conditions.
- You gain immunity to Poison and the Poisoned condition.
- You gain immunity to the damage type associated with your Elemental Companion (Earth can chose one of Bludgeoning, Piercing, or Slashing)
- (Air Only) You gain a flying speed equal to your walking speed and can hover. As you fly, your eyes become pure white and you take on a pale cloudy complexion while tempestuous winds swirl around you.
- (Earth Only) You gain a burrow speed equal to half your walking speed and a +2 to your AC. Your skin becomes rough and mineral-like with many crystalline facets.
- (Fire Only) You shed bright light in a 30-foot radius and dim light an additional 30 ft. Additionally, any creature that hits you with a melee attack while within 5 ft takes 1d10 fire damage. Flickering flames swirl around you.
- (Water Only) You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Your skin and hair glistens as if it were damp and becomes a shifting pattern of blue and green.
- Your body, along with any equipment you are wearing or carrying, becomes amorphic and appears as your chosen element. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Elemental Transformation
Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a an elemental myrmidon of your elemental companion's type. In this form, you cannot cast spells and you use the physical statistics for the creature. You retain your Intelligence, Wisdom, and Charisma.
- Air - Air Elemental Myrmidon
- Earth - Earth Elemental Myrmidon
- Fire - Fire Elemental Myrmidon
- Water - Water Elemental Myrmidon
You remain in this form for 10 minutes. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Air Elemental Myrmidon
Transform into an Air Elemental Myrmidon.
Earth Elemental Myrmidon
Transform into an Earth Elemental Myrmidon.
Fire Elemental Myrmidon
Transform into a Fire Elemental Myrmidon.
Water Elemental Myrmidon
Transform into a Water Elemental Myrmidon.
Previous Versions
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12/1/2021 5:45:09 PM
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Subclass does not add its spells as class features.