Base Class: Sorcerer
Those that channel the powers of the elements focus their intent on one of the major four: Fire, Water, Earth or Air. The connection they have to their element funnels through their very veins, giving them knowledge, power, and the ability to channel that element in ways that others cannot.
Energy of the Elements
At 1st level, you choose one of four elements that becomes the focus of your effigy abilities. Choose one of the following elements to be your effigy focus: Fire, Water, Earth, or Air.
When you select an effigy focus, you learn two additional cantrips based on your choice. Each choice also grants you additional spells when you reach certain levels in this class, as shown in the tables below.
Each of these spells counts as a spell of your class for you, but it doesn’t count against the number of spells you know or prepare.
Fire Effigy Spells.
|
Class Level |
Spells |
|
Cantrips |
Fire Bolt, Produce Flame |
|
2 |
Burning Hands, Hellish Rebuke |
|
3 |
Aganazzar’s Scorcher, Flaming Sphere, Scorching Ray |
|
5 |
Ashardalon’s Stride, Fireball, Melf’s Minute Meteors |
|
7 |
Wall of Fire, Fire Shield*, Summon Elemental** |
|
9 |
Flame Strike, Immolation, Conjure Elemental** |
|
11 |
Investiture of Fire |
|
13 |
Fire Storm |
|
15 |
Incendiary Cloud |
|
17 |
Meteor Swarm |
* Warm shield only, ** Fire elementals only
Water Effigy Spells.
|
Class Level |
Spells |
|
Cantrips |
Ray of Frost, Shape Water |
|
2 |
Armor of Agathys, Frost Fingers |
|
3 |
Misty Step, Rime’s Binding Ice, Snilloc’s Snowball Swarm |
|
5 |
Sleet Storm, Tidal Wave, Wall of Water |
|
7 |
Control Water, Watery Sphere, Summon Elemental* |
|
9 |
Cone of Cold, Maelstrom, Conjure Elemental* |
|
11 |
Investiture of Ice |
|
13 |
Otiluke’s Freezing Sphere** |
|
15 |
Tsunami |
|
17 |
Storm of Vengeance |
* Water elementals only, ** Minimum 7 level spell slot
Earth Effigy Spells.
|
Class Level |
Spells |
|
Cantrips |
Magic Stone, Mold Earth |
|
2 |
Earth Tremor, Catapult* |
|
3 |
Dust Devil, Maximilian’s Earthen Grasp, Spike Growth |
|
5 |
Erupting Earth, Meld into Stone, Wall of Sand |
|
7 |
Stone Shape, Stoneskin, Summon Elemental** |
|
9 |
Transmute Rock, Wall of Stone, Conjure Elemental** |
|
11 |
Investiture of Stone |
|
13 |
Move Earth |
|
15 |
Earthquake |
|
17 |
Bones of the Earth*** |
* Stones and/or loose earth only, ** Earth elementals only, *** Minimum 9 level spell slot
Air Effigy Spells.
|
Class Level |
Spells |
|
Cantrips |
Gust, Thunderclap |
|
2 |
Fog Cloud, Thunderwave |
|
3 |
Gust of Wind, Skywrite, Warding Wind |
|
5 |
Fly, Gaseous Form, Wind Wall |
|
7 |
Storm Sphere, Summon Elemental*, Conjure Minor Elementals* |
|
9 |
Control Winds, Wind Walk, Conjure Elemental* |
|
11 |
Investiture of Wind |
|
13 |
Whirlwind |
|
15 |
Control Weather |
|
17 |
Storm of Vengeance |
* Air elementals only
Elemental Blast
At 1st level, you have learnt to extend your elemental energies into a ranged blast at your foes. You can use your action to make a ranged spell attack at a target within 60 feet. This blast deals 1d8 damage of a type associated with your effigy focus, outlined below, and counts as magical for the purposes of overcoming damage resistance. At higher levels, you can create more than one blast as part of the same action: two blasts at 5th level, three blasts at 11th level, and four blasts at 17th level. You can direct the blasts at the same target or at different ones and make a separate attack roll for each blast.
Fire Effigy. Fire damage
Water Effigy. Cold damage
Earth Effigy. Bludgeoning damage
Air Effigy. Slashing damage
One with the Elements
At 6th level, your effigy choice provides a damage resistance and a specific movement speed equal to your current walking speed, as the energies within fuel your very being.
Fire Effigy. Fire resistance and a climbing speed
Water Effigy. Cold resistance and a swimming speed
Earth Effigy. Bludgeoning, piercing, and slashing resistance against non-magical attacks and a burrow speed
Air Effigy. Thunder resistance and a flying speed
Elemental Aura
At 14th level, you can emit an aura of elemental energy that extends out in a 20-foot radius. As a bonus action on your turn, you can create an aura that lasts for 1 minute. It ends early if you are incapacitated, die, or if you end it early (no action required), and has a unique effect determined by your effigy choice.
Fire Effigy. Creatures of your choice that enter the aura for the first time or start their turn there suffer 3d6 fire damage as flames wreath around your form.
Water Effigy. Creatures of your choice within the aura have disadvantage on melee attack rolls as the cold waters slow their movements.
Earth Effigy. Creatures of your choice within the aura are affected by difficult terrain, as the very ground shifts and moves around you. Flying creatures are unaffected by this effect.
Air Effigy. Ranged attacks of your choice that enter or pass through the aura have disadvantage on their attack rolls, as the swirling air forces things from their intended trajectory.
You can use this aura a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blessing of the Elements
At 18th level, the energy of your effigy choice imbues you with a unique and powerful ability.
Fire Effigy. If you are reduced to 0 hit points, you can use your reaction to rise like a phoenix wreathed in flames. Each creature within 15 feet of you takes fire damage equal to your level + your spellcasting modifier, and you heal for the same amount.
Water Effigy. You can call forth the healing properties of the waves to help those in need. As an action, you can send out a wave of healing water in a 30-foot radius centre on yourself. Creatures of your choice (other than yourself) in that area regain 5d8 hit points and are cured of any disease or poison affecting them. The waters then come crashing back towards you, granting you advantage on your next attack roll, saving throw or ability check.
Earth Effigy. You call forth the earth itself to cover your physical form with its power. As a bonus action on your turn, rocks and earth surround your form and give you a +5 bonus to your AC. Each successful hit against you reduces this bonus by 1, until the rocks fall away completely.
Air Effigy. You manipulate the air to increase your momentum, moving and striking as fast as the wind. As a bonus action on your turn, you manipulate the winds to grant you the effects similar to the Haste spell for 1 minute. The effect ends early if you end it (no action required), you are incapacitated, or you die. Your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can only be used to take the Attack (one weapon attack only, or a single blast of your Elemental Blast feature), Dash, Disengage, Hide, or Use an Object action.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.
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