Base Class: Sorcerer
Possibly a child of a powerful elemental or perhaps you were blessed by an elementals gift? No matter how you acquired your magic, your body and soul have been infused with the power of elementals, and it is yearning to be unleashed.
Elemental Nature
You have become attuned to the elemental powers of the world, allowing you to harness them whenever you need them most.
Attunement: Starting from 1st level, after you cast a leveled spell with an element, you gain attunement with that element for 1 minute per spell level. You gain resistance to the current attuned element. Attunement timer decreases at the end of your turn.
Containment: You may attempt to contain the elements at anytime during your turn, and doing so does not cost any actions. Succeeding a DC 10 + spell level constitution saving throw will contain all elemental effects. If done while casting a new element, with an active attunement, the current attunement is kept and the timer will add 1 minute per spell level. You gain the resistance of the contained element until your attunement ends. Only 1 element can be contained at a time. Attuning to a new element does not get rid of the contained element, but it can be replaced.
Flare: After casting a spell with your current attunement, you may use your bonus action to cause an elemental flare around you. All creatures in a 5ft radius must make a Dexterity saving throw or take 1d6 current attunement damage and be knocked back 5ft. On a save, the creature takes half damage and isn't pushed.
At higher levels. The abilities damage increases to 1d8 at 6th level, 2d6 at 11th level, 2d8 at 16th level.
Elementals Wrath
You deepen your attunement with the elements of the world, gaining understanding of their destructive nature.
Aura: Starting from 6th level, upon attuning yourself to an element, you gain a visible elemental aura 5 - 10 feet in radius. You may choose to have the aura emit dim light within its radius upon creation.
Powerful Emanation: After attuning to a new element you may use 2 sorcerer points to power up your elemental aura. 1 additional sorcerer point may be spent upon creation to have all creatures perceived as allies ignore the damage. All creatures in the auras radius at the time of creation or at the end of their turn must succeed a constitution saving throw or take 2d6 damage. On a succeeded save, creatures take half damage. When taking damage while the aura is active, the caster must succeed a concentration saving throw or the effects will fade.
Elemental Weakness: After casting a spell, you may use 1 sorcerer point per spell level to ignore resistances. Cantrips use 1 sorcerer point.
At higher levels. Ability increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6). Element may emit bright light at 11th level and radius max increases to 15 feet.
Elemental Resistance
Your elemental nature allows you to reach resilience beyond the normal limit.
Elemental Immunity: At 14th level, you gain full immunity to your current elemental attunement. If you contain a new element with an active attunement, you gain immunity to that element as well.
Elemental Fortitude: While attuned, you gain proficiency in constitution saving throws, and cannot be stunned.
Elemental Destruction
You and the elements have become one. You have a complete understanding of the elements and know how to capitalize off their every need.
Elemental Anguish: At 18th level, whenever you cast a leveled spell, you can use 1 sorcerer point per spell level and all attunement for that spell, to maximize the damage.
Element Shift: You gain the ability to shift your elemental spells to how you need, allowing them to avoid damaging any creatures you choose. Your aura no longer damage creatures you perceive as allies.
Elemental Master: If you cast an elemental cantrip with no current attunement, you gain attunement to that element. Your elemental containment maximum increases to 2, your first containment doesn't need a constitution save.
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