Sorcerer
Base Class: Sorcerer

A Primordial Soul sources their magic directly from the Elemental Chaos, making them a natural wielder of the Primordial Current. Commanding this power is a blessing that allows the wielders to channel the raw elemental source of magic created by the Union of the Tranquil.

Elemental Magic

Your link to the Primordial Current allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an elemental affinity for the source of your divine power: Fire, Earth, Air, Water, and Chaos. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Affinity 

Spell

Fire

Burning Hands

Earth

Earth Tremor

Air

Thunderwave

Water

Ice Knife

Chaos

Absorb Elements 

Elemental Affinity: Air

Your connection to the Primordial Current's elemental magic has been made. In this connection you find yourself drawn to the winds of the world. You learn the Thunderwave spell based on this affinity. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Elemental Affinity: Chaos

Your connection to the Primordial Current's elemental magic has been made. In this connection you find yourself drawn to the all consuming elemental chaos. You learn the Absorb Elements spell based on this affinity. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Elemental Affinity: Earth

Your connection to the Primordial Current's elemental magic has been made. In this connection you find yourself drawn to the terrain around you. You learn the Earth Tremor spell based on this affinity. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Elemental Affinity: Fire

Your connection to the Primordial Current's elemental magic has been made. In this connection you find yourself drawn to flame. You learn the Burning Hands spell based on this affinity. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Elemental Affinity: Water

Your connection to the Primordial Current's elemental magic has been made. In this connection you find yourself drawn to the vastness of the sea. You learn the Ice Knife spell based on this affinity. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the druid spell list.

Favored by the Tranquil

Starting at 1st level, primordial power guards the destiny of you and your companions. If you, or a creature you can see within 60 feet of you, fail a saving throw, ability check, or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Current’s Companion

Starting at 6th level, you can summon the primordial spirit bound to your soul. As an action, you can expend one Sorcery Point to summon your companion. Your companion can cast spells with a range of touch for you. The companion must use its reaction to do so and must be within 100 feet. 

The companion appears in an unoccupied space of your choice that you can see within 60 feet of you. Each creature within 10 feet of the companion (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold, fire, force, lightning, or thunder damage depending on the companion’s elemental affinity. You choose your companion’s elemental affinity when you summon the companion.

The companion is friendly to you and your allies and obeys your commands. See this creature’s game statistics in the Current’s Companion stat block, which uses your proficiency bonus (PB) in several places. You determine the companion’s appearance. Some companions take the form of beasts, fey, or other small creatures with physical manifestations of their elemental affinity.

In combat, the companion shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

The companion manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the companion again, or until you die.

Deepen Bond

Starting at 14th level, your bond to your companion reaches the pinnacle of its power. While your companion is summoned, you and the companion gain the following benefits:

Empowered Burst. The companion’s primordial burst attack deals an extra 1d6 damage of the type chosen for its Elemental Affinity (for a total of 2d6 extra damage).

Reflexive Resistance. When either you or an ally takes damage while you’re within 30 feet of the companion, you can expend two sorcery points to give yourself or the ally resistance to that instance of damage. You regain all expended uses when you finish a long rest.

Wrath of the Elements

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal cold, fire, force, lightning, or thunder damage (your choice) to the attacker. The damage equals your sorcerer level. You can do this a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses after you take a long rest.

You also gain the following benefit associated with your Elemental Affinity:

Affinity 

Effect

Fire

The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is blinded until the start of your next turn.

Earth

The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker’s movement speed is halved as the ground beneath them becomes difficult terrain. This lasts until the start of your next turn.

Air

The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Water

The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is encased in magical ice and petrified until the start of your next turn.

Chaos

The attacker must also make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the attacker is stunned by your raw elemental magic. The stun effect lasts until the start of your next turn.

Wrath of the Elements: Air

The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wrath of the Elements: Chaos

The attacker must also make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the attacker is stunned by your raw elemental magic. The stun effect lasts until the start of your next turn.

Wrath of the Elements: Earth

The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker’s movement speed is halved as the ground beneath them becomes difficult terrain. This lasts until the start of your next turn.

Wrath of the Elements: Fire

The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is blinded until the start of your next turn.

Wrath of the Elements: Water

The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is encased in magical ice and petrified until the start of your next turn.

Elemental Harmony

Your connection to the Primordial Current has become balanced. Starting at 18th level, you are able to choose one 8th level spell from the Elemental Spell Table below. Once per long rest, you may cast the spell without expending a spell slot.

Affinity 

Spell

Fire

Incendiary Cloud

Earthquake

Earthquake

Air

Control Weather

Water

Freezing Sphere

Chaos

Chain Lightning

Elemental Harmony: Air

You are one with the wind and skies above us. In you lives the power to soar to great heights. You can now cast the Control Weather spell once per long rest without expending a spell slot.

Elemental Harmony: Chaos

You are one with the elemental chaos. In you lives the power to bend the elements into something unfathomable. You can now cast the Chain Lightning spell once per long rest without expending a spell slot.

Elemental Harmony: Earth

You are one with the terrain that makes the world. In you lives the power to shape your own path. You can now cast the Earthquake spell once per long rest without expending a spell slot.

Elemental Harmony: Fire

You are one with the flame of the world. In you lives the power to light the world ablaze. You can now cast the Incendiary Cloud spell once per long rest without expending a spell slot.

Elemental Harmony: Water

You are one with the waves of the world. In you lives the power to shape the currents and turn the tide. You can now cast the Freezing Sphere spell once per long rest without expending a spell slot.

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