Sorcerer
Base Class: Sorcerer

You learn the elements and the school of evocation, and have mastered them such that you can bend spells to deal your preferred damage type. These sorcerers use this power to deceive their enemies and surprise them.

Favoured Element

At 1st level choose one of the following damage types:

Poison, Fire, Cold, Lightning, Acid, Thunder, Psychic, or Force.

All evocation spells casted will now deal the damage type that you favour. If a spell such as chaos bolt is used, that can be one of several damage types, only the favoured element will be used.

After every long rest, you may choose to change your favoured element or keep your current one.

Extended Casting

Your enhanced knowledge for evocation spells allows you to learn new evocation spells. These new spells are learned on top of the spells known at your current level:

At 1st level you gain the following spells:

Shocking Grasp, Frostbite

At 2nd level you gain the following spell:

Ice Knife

At 4th level you gain the following spell:

Flame Blade

At 6th level you gain the following spells:

Fireball, Lightning Bolt

At 8th Level you gain the following spells:

Ice Storm, Wall of Fire

These spells are casted as your favoured element, and can be casted using appropriate spell slots.

Elemental Shield

At 6th level either as a reaction or a bonus action, use 1 sorcery point to create an elemental shield according to your favoured element. The shield boosts your AC by your Charisma modifier until your next turn. Enemies that try to attack you with a melee attack within this time will receive 2d8 + Charisma modifier damage according to your favoured element. Increasing by 1d8 every 2 levels gained within this class.

Elemental Refinery

At 14th Level you can create a burst of elemental energy. Expend 3 sorcery points to release elemental energy of your favoured element. All creatures within a 25ft radius must make a Dexterity save, on a fail, the creature takes 3d12 + charisma modifier damage of your favoured element type and also takes 1d8 of that element type over 1d4 + charisma modifier turns. On a success, the creature takes half as much damage and does not take the damage over time.

Elemental Mastery

At 18th level you have mastered the elements. You can spend 5 sorcery points to deal a powerful attack dependent on your favoured element:

Fire - You create a wall of flames that pushes towards your enemies. Creatures in a 10ft wide by 30ft long area have the wall pushed towards them, creatures must make a dexterity save, on a fail, they take 5d12 fire damage and are burned, dealing 1d8 fire damage for 1d4 + charisma modifier turns. On a success, the creature takes half damage and is not burned.

Cold - You create a storm of ice for 1d8 + charisma modifier turns. In a 50 ft radius, all creatures starting their turn within the storm, or entering it for the first time, must make a dexterity save, on a fail, they take 3d8 cold damage, and are slowed, cutting their speed in half. On a success, they take half damage and are not slowed.

Acid - You lob acid at your enemies. Choose an area within 30 feet of you. In that area, all creatures within a 15 ft radius must make a Dexterity save, on a fail, they take 4d8 acid damage. The 15 ft radius acid pool remains for 1d4 + charisma modifier turns. Creatures that start their turn in this acid pool, or enter the pool for the first time take 1d8 acid damage.

Poison - You spit a ball of poison at your enemies. Choose an area within 30 feet of you that you can see. You spit a ball of poison, and all creatures within a 15 ft radius must make a Constitution save, on a fail, the creature takes 4d8 poison damage and is poisoned for 1d4 + charisma turns, on a success, half damage is taken and the creature is not poisoned.

Lightning - A bolt comparable to regular lightning strikes emits from your hands. An enemy within 15ft takes 4d8 + charisma modifier lightning damage. The creature must make a Constitution save, on a fail, the creature is paralysed for 1d4 + charisma modifier turn. The lightning may then jump to a new unique target within 10 ft of the current one and a new attack may be rolled, for a maximum of 5 targets.

Thunder - A loud boom comes from you dealing 5d12 thunder damage to creatures in a 20 ft cone. Creatures within the cone must make a Constitution save, on a fail, full damage is taken the creature is deafened. On a success, the creature takes half damage and is not deafened.

Psychic - A mysterious wave is emitted from where you stand, all enemies within a 15 ft radius take 5d12 psychic damage must make an Intelligence save, on a fail, the creature is either charmed, or frightened for 1d4 + charisma modifier turns

Force - A powerful shout pushes your enemy backwards. The enemy within 15 ft takes 5d12 force damage and must make a Constitution save, on a fail, the creature is pushed 20 ft backwards from the direction of the spell and the creature is knocked prone.

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