Sorcerer
Base Class: Sorcerer

Master of the element of your choice . 

Primal Magic

Clockwork Spells
Sorcerer Level Spells
1st Chromatic Orb   
3rd Dragon's BreathConcentration
5th Elemental WeaponConcentration
7th Elemental Bane
9th Conjure ElementalConcentration

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Manifestations of Order
d6 Manifestation
1 Elemental Aura surrounds you.
2 Your eyes glow with the primordial energy.
3 Your skin glows with an elemental glow.
4 Elemental spirits dance around you .
5 Your spellcasting focus temporarily takes the form of a Tiny elemental orb.
6 The smell of your element permeates the area.

Elemental Tounge

The arcane magic you command is infused with elemental power. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Primordial Savant

Starting at 1st level, you can use a bonus action on your turn to do one of the abilities chosen when you take this class.

Thunder- Whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Acid- Acidic liquid fuels your next spell of 1st level or higher, you may add Proficiency bonus additional acid damage to the spell that deals damage. Can only do this once per turn.

Fire- With fire comes light, when you cast a spell of 1st level or higher you gain Darkvision out to a range of 60 ft, if you already have Darkvision increase this vision by 60 feet. This effect last for 1 min. Also during this minute you may look through any large fire of bonfire size or more, You can see through the fire as if you were standing there. The fire must be within 60 feet of you. 

Cold- The cold can grasp all who are not used to it. When you cast a spell of 1st level or higher all creature withing 10 feet of you that you choose  speed is reduced by 10 as ice grips at their feet  or wings. This effect last until the end of their next turn. 

Lightning- Energies bounding all over , When you cast a spell of 1st level or higher your speed increases by 10 also,  you can jump up to your movement without the normal 10ft run need for a long jump. Also you jumping distance is equal to your movement speed. This effect ends at the end of your turn. 

Poison- Some poisons can help you in certain situations. When you cast a spell of 1st level or higher you can grant yourself a D4 additional dice on your next ability check , saving through or attack roll. You can only have one dice at a time , it goes away after a min. 

Heart of the Elements

At 6th level, you gain resistance to elemental damage of your primordial nature. In addition, whenever you start casting a spell of 1st level or higher that deals that type of damage, primordial magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take elemental damage equal to half your sorcerer level.

Elemental Connection

At 6th level, you gain the metamagic option of transmute spell. If you already have this ability you may choose a new metamagic option from the list available. You may also cast Transmute spell with any other metamagic option your proficiency bonus times a day . 

Chaos Cloak

You gain the ability to align your consciousness to the endless chaos of the primordial plane. As a bonus action, you can enter this state for 1 minute. For the duration, you ignore resistance and immunity to the damage type you chose. 

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Primordial Master

You gain immunity to the elemental type of damage you chose. You also gain a magical flying speed of 60 ft.
You can spend 3 sorcery points to grant you or a ally you can see within 30 feet a aura of your element. this Aura radiates 10 from the target and all that enter the aura or start their turn their turn there take 2d6 damage of the element of your chosen type. This damage also ignores immunity or resistance if your Chaos Cloak is active. This Benefit last for 10 min or until you dismiss it as a bonus action or become incapacitated.

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