Sorcerer
Base Class: Sorcerer

The Elemental Soul is one who has had the lineage of Elementals in their heritage, and this sorcerous origin appears more frequently among the Genasi, yet other races do rarely manifest the powers of this heritage, also. Air, Earth, Fire, and Water Elementals each invoke their own respective powers in their origin, so in a manner of speaking, this one origin in fact encompasses four origins with similar equations of power. Each however, represents their own respective element with sorcerous magical power, and each can conjure and empower the Elementals they may summon beyond the measure of what other magical summoners may accomplish. At their apex, these potent sorcerers can assume a quasi-Elemental state themselves, embodying the element of their heritage in their own form and massively empowering their elemental spells.

In Avalestra, these sorcerers are only remotely considered common on the eastern continent of Mentus, among the city of Orinn, particularly. Of course, this land being home to the world's largest elemental leyline convergence point is also quite likely the reason their power emerges as frequently as it does, given the natural proximity of so many other sentient Elementals. In Orinn, they are valued as capable emissaries between the often turbulent Elemental Houses, but elsewhere in the world, their powers might be employed for any number of major reasons. A life of adventuring seems to come naturally to these sorcerers, as their gifts might see little practical usage in daily pastoral or city life.

 

Primordial Acuity
Level 1 Elemental Soul feature

When you choose this origin at 1st level, you gain an innate knowledge of how to speak with Elemental entities and their allies. You learn to read, write, and speak Primordial, and whenever you make a skill check with which you are proficient opposed by an Elemental creature, you double your proficiency bonus on all such rolls or checks. For instance, If you are proficient in Deception and attempt to lie to an Air Elemental, you double your proficiency bonus on the Charisma (Deception) check.

Elemental Magic

1st, 5th, 7th, and 9th-level Elemental Soul feature

When you choose this origin at 1st level, you also choose which Elemental Birthright you possess from Air, Earth, Fire, or Water. This choice determine what spells and abilities you will receive henceforth. You learn additional spells when you reach certain levels in this class, based on this choice as shown on the Elemental Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st Air: Witch Bolt, Earth: Earth Tremor, Fire: Burning Hands, Water: Armor of Agathys
3rd Air: Gust of Wind, Earth: Maximilian's Earthen Grasp, Fire: Flaming Sphere, Water: Rime's Binding Ice
5th Air: Lightning Bolt, Earth: Erupting Earth, Fire: Fireball, Water: Tidal Wave
7th Air: Storm Sphere, Earth: Stone Shape, Fire: Wall of Fire, Water: Watery Sphere
9th Air: Control Winds, Earth: Wall of Stone, Fire: Immolation, Water: Cone of Cold

 

Additionally, you learn a cantrip based upon your Elemental Birthright. Air Birthright gains the Gust cantrip, Earth Birthright learns the Move Earth cantrip, Fire Birthright learns the Create Bonfire cantrip, and Water Birthright learns the Shape Water cantrip. At 5th level, you learn the Elemental Weapon spell. At 7th level, you learn the Summon Elemental spell. At 9th level, you learn the Conjure Elemental spell.

Elemental Awakening

6th-level Elemental Soul feature

At 6th level, you have become suffused with the power of your element, and your Birthright grants you resistance to your relevant damage type. Air Birthright gains lightning resistance, Earth Birthright gains bludgeoning resistance, Fire Birthright gains fire resistance, and Water Birthright gains cold resistance. If you already possess a resistance to the damage granted by your Birthright, such as that granted by your race, you ignore the first 1 point of damage that any source of that damage type would deal you, instead.

Additionally, you may now infuse your hands with the power of your element and attack with this power accordingly. You may use a bonus action to cause your hands to become wreathed in your elemental type, and as an action you may make a melee spell attack. If you hit, you deal 1d6 + your Charisma bonus damage of the type of damage resistance you gained above for your chosen birthright. As a reaction, you may expend a spell slot when you hit with this attack and deal 1d6 additional damage of that type for each spell level of the spell slot expended. For instance, if you have chosen Water Birthright and you hit with the melee touch attack for this feature, you would deal 1d6 + your Charisma bonus cold damage and you then can choose to expend a 3rd-level spell slot as a reaction to add 3d6 additional cold damage to this attack. Your hands remain wreathed in this energy and you may make attacks this way for a number of minutes equal to your Charisma bonus. You may use this feature once before you must finish a long rest or spend 2 sorcery points to use it again.

Ally of the Elements

14th-level Elemental Soul feature

At 14th level, you have earned the respect of Elementals you summon and control, and they arrive to assist you in more powerful forms. Whenever you cast a spell that summons an Elemental creature, that creature gain 2 additional hit points per hit die that creature has, and it gains a +1 magic bonus to its attack rolls. If you lose concentration on the summoning spell and the spell claims that the Elemental becomes hostile if you lose concentration, the Elemental may still attack your allies or other creatures nearby, but it will not include you as a target of its attacks or actions. If you are the only creature the Elemental can detect when you lose concentration on such a spell, it merely becomes ambivalent toward you, and refuses to further cooperate, often taking every opportunity to leave the area.

Additionally, you are now seen as being respected by Elementals, and you have advantage on all Charisma-based ability checks against those creatures.

Elemental Embodiment

18th-level Elemental Soul feature

At 18th level, you gain the ability to assume a form similar to the Elemental whose Birthright you have chosen. In this form, your sorcerous power increases and spells you cast of your Birthright's damage type are more potent. As an action, you assume an Elemental form, which confers the following benefits:

- You gain resilience of a sort based on what Birthright you chose: Air, Fire, and Water Birthright gains resistance to bludgeoning, piercing, and slashing damage, and immunity to the damage type of their Birthright. Earth Birthright gains resistance to all damage except psychic damage, but no immunity.
- Your hands are constantly wreathed in the element of your Birthright, you may attack with them as you do using your Elemental Awakening feature (without expending a use of that feature), and they deal an additional 1d6 damage of the type of your Birthright.
- You gain a movement mode based on your chosen Birthright. Air, Fire, and Water Birthright forms can squeeze through any space as small as one inch by one inch without using extra movement, Air and Fire Birthright gain a Fly speed equal to their walking speed, Earth Birthright gains a burrowing speed equal to half their walking speed, and Water Birthright gains a swim speed equal to double their walking speed.
- You cast spells of your chosen Birthright's damage type to greater effect. Whenever you cast a spell that deals the damage type of your Elemental Birthright, you deal bonus damage to all targets of the spell equal to your Charisma bonus once per turn.

These benefits last for a total number of rounds per day equal to your Sorcerer level, or until you are unconscious or incapacitated, and you can use a bonus action to end this form on your turn. If you have duration remaining for this form, you may use another action to resume this form any number of times until its duration is expended.

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