Sorcerer
Base Class: Sorcerer

For those gain an elemental as their familiar and can link into their source for a surge of power. 

Elemental Familiar

1st-level Elemental Source feature 

You gain the spell Find Familiar spell and whenever you cast it or recast it, you must choose between Earth, Fire, Air, or Water plane as your familiar is pulled from the elemental plane you choose. Your familiar takes on properties of whichever element you choose (A flaming lizard, an aquatic or a literal water cat, a toad made out of mud, an owl made of clouds, etc...). These descriptions do not add any different damage types or resistances unless the DM rules otherwise. However, this choice is important for your class features. 

While your Elemental Familiar is out, it can be used as your Arcane Focus. You also do not need material components to cast Find Familiar for your Elemental Familiar and can ritual cast it. 

As you connect with an Elemental Familiar, you also gain access to the Druid spell list as their magic gets unlocked through your connection to the elemental planes. 

Turren Surge

1st-level Elemental Source feature

Your Elemental Familiar can imbue your spells with more power for a short time as you draw on its power. Your Elemental Familiar can use its action to give +1 to your spell attack rolls and spell DC for one minute. This Feature can only be used once per long rest. At Sorcerer level 14, it gives +2 to your spell attack rolls and spell DC instead. 

Empowered Cantrips

6th-level Elemental Source feature

Whenever you cast Find Familiar, you can change one of your cantrips to one of the following (and gain the respective feature) depending on what element your new Elemental Familiar is. You must cast these cantrips through your familiar using it as the source of the abilities. You cannot use any of the following features unless your familiar is out. 

Fire(Produce Flame): You can spend two sorcery points, your bonus action, and movement on your turn to make your next casting of Produce Flame become a critical hit if the spell hits a single target this turn. Metamagic cannot be used if cast this way. 

Earth(Mold Earth): You can spend two sorcery points to cast Mold Earth as a reaction when a creature attempts to move, and Metamagic cannot be used if cast this way. When you cast Mold Earth to create difficult terrain with it, it can now affecting a up to a 15ft cube (instead of a 5ft cube), filling the area with earthen structures, unstable rock floors, and the like. You can target any area on the ground for this effect (not just loose gravel, dirt or stone, as your elemental produces the earth needed for difficult terrain). Creatures get subtly moved by the earth to form the obstructions as it does not cause physical damage. The difficult terrain also gets modified so it requires 3ft of movement for every 1ft they move. Creatures in the area are considered heavily obscured. 

Air(Gust): You can spend one sorcery point to cast Gust as a bonus action, and Metamagic cannot be used if cast this way. When you cast Gust, anyone who fails the Strength saving throw and is pushed is instead moved in any direction of our choice for up to 15ft (instead of pushed 5ft) and you can choose if they also falls prone. This movement does not provoke attacks of opportunity. 

Water(Shape Water): You can spend one sorcery point to can cast Shape Water two times for the cost of one action, and Metamagic cannot be used if cast this way. When you cast Shape Water, you can target areas even if no water is present (you produce the water from your elemental). Attempting to freeze a 5 ft cube that a medium or smaller creature is occupying forces them to make a Dexterity saving throw against your spell DC or have an Ice Chunk cling to their body. They loose 10ft of movement for each Ice Chunk clinging to their body and last until that water unfreezes. This ice is not intended for suffocation unless the DM rules otherwise. Each Ice Chunk has a AC of 10 and HP of 10. A creature can use their reaction, action, or bonus action to attempt break an Ice Chunk. 

Familiar Connection

14th-level Elemental Source feature

You can change the normal casting time of Find Familiar to a bonus action and can ritual cast it in 1 minute. 

 

Elemental Transformation

18th-level Elemental Source feature

Your Elemental Familiar can transform during combat and fight alongside you and your allies.You gain the spell Conjure Elemental.

Once per long rest, you can spend five sorcery points to cast Conjure Elemental as an action without spending a spell slot, treating it as casting at 5th level, without spell components, and it does not require concentration for this action.

Whenever you cast Conjure Elemental, the elemental acts as an ally for the duration with its own initiative. You can give it commands on your turn and it will follow those commands to the best of its abilities. If you are unable to give commands, it can act on its own until the spell ends, as it understands its masters intents. When you cast the spell, the elemental you Conjure is an elemental matching the element type you chose for your familiar as your Elemental Familiar transforms into the elemental created in the Conjure Elemental spell. Your Elemental Familiar is gone for the spell's duration. The conjured elemental acts as your spellcasting focus for the spell's duration. When the elemental dies, your elemental returns to its familiar form.