Base Class: Sorcerer
As a sorceror your magic forms from your very spirit, therefore your magic is the result of your spirit, specifically a restless elemental spirit awaiting your awakening call. The spirit emerges in every evocation spell you cast of that element, strengthening it and in turn making your body more resiliant to that element. A distinctive aspect of your spirit will seep into your body, changing a part of your appearance, it could be as subtle as white hair, or as prominent as black veins. Your spirit doesn't instantly activate, however, it will awaken under deep stress or heavy emotional or physical strain. Naturally you will radiate your element from your body, for example if you choose cold spirit you will always appear and feel cold, even if you yourself aren't cold, the opposite is true for those with a fire spirit.
Elemental Resilience
Your elemental spirit gives you resistance to your element, a natural aclimitisation to whatever element you chose as your spirit.
Cold Spirit: Ice spell resistance, Arctic temperatures don't affect you, while in cold climates you gain advantage on cold spells.
Fire Spirit: Fire spell resistance, Hot climates or temperatures don't affect you past just feeling warm, while in hot climates you gain advantage on fire spells
Poison Spirit: Poison spell resistance, ingesting poisons or bathing in poison won't hinder you negatively. (includes intoxication) while in toxic climates or disease ridden areas, you gain advantage with poison spells.
Lightning Spirit: Lightning and thunder spell resistance, being struck by lightning (non magical lightning) will only empower you, replenishing your spell slots up to level 5, during thunderstorms or in areas with high surges of electricity you gain advantage with lightning or thunder spells
Acid Spirit: Acid spell resistance, being covered in acid or aflicted by nonmagical acid will not burn your skin or corrode you, while covered in acid you gain advantage on acid attacks, but your clothes will still corrode off so... yeah...
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your elemental spirit, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain a shroud of the element of your spirit for 1 minute, dealing 1d4 element damage to targets within 5ft of you, ally or foe.
Windspeed
at 6th level your spirit has grown stronger and more in tune with the nature around and within yourself. Using this you may summon a blast of wind to push you in a direction as if you were flying, the maximum distance is double your current walking speed.
Elemental Shockwave
At 6th level, as an action you may expend 2 sorcery points to release a 30ft sphere of your damage type with you at the centre, dealing 5d8 the targets in range need to perform a constitution saving throw with your spell DC, on a failure you deal an affect dictated by your elemental spirit, explained here:
Cold Spirit: Freezes targets
Fire Spirit: Lights them on fire for an extra 1d4 damage over 1 minute unless quenched earlier.
Poison Spirit: Poisons them
Lightning Spirit: Paralyses them
Acid Spirit: Corrodes for an extra 1d6 damage
Elemental Presence
Beginning at 18th level, you can channel the aspect of your Elemental Spirit to become an elemental of that damage type. You gain immunity to your damage type during this time and are able to freely cast level 5 or lower spells without spell slots if they are of your element. Lasts for 1 minute
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