Base Class: Sorcerer
Elemental fury bursts within you, waiting to be unleashed in the form of elemental brawler forms.
Elemental brawler
1st-level Elemental bloodline feature
Starting at 1st level, you can transform into an elemental brawler form for 30 minutes as a bonus action once per short rest, you may transform back as a bonus action. When transforming, roll a d6 to determine what element your brawler form takes.
|
D6 |
Type |
|
1 |
Smoke (poison) |
|
2 |
water (acid) |
|
3 |
Ice (cold) |
|
4 |
Storm (lightning) |
|
5 |
Rock (thunder) |
|
6 |
Lava (fire) |
While in your elemental brawler for you gain the following benefits
- Your unarmed strikes deal 1d8 damage of the elemental type associated with your elemental brawler form.
- Your unarmed strikes attack and damage rolls as well as a bonus to your AC, use your charisma modifier .
- You gain resistance to the elemental type associated with your elemental brawler form.
- When you first transform and at the beginning of your turn you gain temporary hit points equal to your proficiency modifier + your level.
After 2nd level you can use two sorcery points to transform again.
Extra attack
6th-level Elemental bloodline feature
While you are in your elemental brawler form you can attack twice with your attack action. Additionally, you can cast a cantrip instead of one of your attacks.
You also gain immunity to your damage type.
Form control
14th-level Elemental bloodline feature
When you roll to determine your elemental brawler type, you roll two d6s and pick the one that you want to transform into. If both d6s show the same, you instead transform into a crystal elemental brawler, allowing you to pick what elemental type you want to use.
Additionally your unarmed strikes now deals 2d8 damage.
Enhanced forms
18th-level Elemental bloodline feature
Your elemental form now lasts for 2 hours. You also gain additional features based on your elemental form.
- Smoke: You gain a flying speed equal to your movement plus 10ft. Creatures have disadvantage on attacks of opportunity against you. You can move through other creatures' spaces and while doing so forcing them to make a constitution saving throw or take 2d8 poison damage and become poisoned, half damage on a success.
- Water: You gain a swimming speed equal to your movement. You can breathe both air and water and when using the dash action you may transform into a 10ft wide wave, forcing all creatures you collide with to make a strength saving throw becoming knocked prone and take 4d8 acid damage, half damage on a succes.
- Ice: You can ice glide. You become immune to negative effects caused by snow or ice. You can as an action expel frigid cold in front of you, forcing all creatures in a 15ft cone to make a constitution saving throw or take 6d8 cold damage half damage on a succes.
- Storm: You gain a flying speed equal to your movement. Your unarmed attacks can now be made at a 15ft range. You can expel a large lightning bolt as an action, forcing all creatures in a 5ft wide 30ft long line to make a dexterity saving throw taking 6d8 lightning damage on a fail, half damage on a succes.
- Rock: You can earth glide. You become resistant to slashing damage. You may as a bonus action stomp the ground forcing all creatures in a 10ft radius of you to make a dexterity saving throw or fall prone and take 1d8 thunder damage, half damage on a succes.
- Lava: Your movement speed gets increased by 15ft. Your unarmed strikes set your target on fire if you score a critical strike. You can make one additional attack as a bonus action that does not add your charisma modifier.
- Crystal: You can teleport as a bonus action 60ft to a point you can see, twice. You become resistant to all other damage types that you didn't pick. You can explode with elemental energy as an action, forcing all creatures within a 15ft sphere to make a constitution saving throw or take 6d8 damage of your chosen damage type, half damage on a succes.
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