Sorcerer
Base Class: Sorcerer

Upon selecting the Elemental Empowered subclass, you gain two features: Elemental Resistance and Precision Casting

When you subsequently reach a level in your class that gives you a subclass feature, you gain one feature of your choice from the options presented here. Each feature has a class level prerequisite, as noted beneath its name. You must meet that prerequisite to gain the feature.

Elemental Resistance

Level 1+ Elemental Empowered Feature

With your natural attunement to the elements, you gain resistance in one of the following damage types: Poison, Fire, Cold, Lightning, Thunder, or Bludgeoning.

You gain another resistance at the 10th level.

Precision Casting

Level 1+ Elemental Empowered Feature

Your control over the elements is so precise, you change the very nature of your elemental spells. Whenever you cast a spell of the Poison, Fire, Cold, Lighting, Thunder, or Bludgeoning type, it is indistinguishable from physical matter and does not count as a spell.

For example, this means it cannot be detected or countered as a spell, but the damage and effects of the spell are retained and still requires components/arcane focus to cast. All interactions with the spell are treated as physical rather than magical

Essence Amplification

Level 6+ Elemental Empowered Feature

Using the essence of the elements that surround you in a 60-foot radius, you can amplify the damage of your spells.

The sources cannot have originated from magic, including your own spells.

If there are living plants present, you can change their structure to produce poison, amplifying Poison spells by 2d6.

If there is fire or embers present, amplify your Fire spells by 2d6.

If there is water or ice present, amplify your Cold spells by 2d6.

Regardless of distance if a storm is present, amplify your Lightning and Thunder spells by 2d6.

The effectiveness of the amplification increases by 1d6 at the 11th (3d6) and the 17th (4d6) levels.

Elemental Mastery

Level 14+ Elemental Empowerment Feature

Once per long rest you become attuned to a single damage type of your choice: Poison, Fire, Cold, Lightning, Thunder, or Bludgeoning.

You will gain immunity to the chosen damage type.

In addition, the only damage-dealing spells you will be able to cast can only be of the selected type, but damage of those spells is increased by 4d6.

This increases to 6d6. At the 17th level.

This effect lasts 1 hour and can be undone at will.

Overbearing Presence

Level 18+ Elemental Empowerment Feature

Your control over the elements increases tremendously, and you can choose to give your spells additional benefits. When casting a spell of a certain damage type, an aura surrounds you in a 30-foot radius with varying effects. When a spell of a different type is casted, the aura is overwritten to the most recent type.

Poison: When a poison spell is casted, a poisonous fog begins to fill the area. All enemies take an extra 1d12 poison damage at the end of their turn.

Fire: When a fire spell is casted, a overpowering heat wave fills the area, exhausting your enemies. All enemies have disadvantage on melee attacks.

Cold: When a cold spell is casted, the chilling area slows down the body's processes. All enemies have their movement speed reduced by 10.

Lightning/Thunder: When a lighting or thunder spell is casted, an electrifying aura fills the area. When taking the Dash action, You do not trigger reactions when leaving attack radius.

Bludgeoning: When a bludgeoning spell is casted, fortifying rocks or cloaks of wind magnetize to you, giving a bonus +2 to AC.

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