Base Class: Sorcerer
At one point or another, an elemental integrated themselves into your family tree and their innate primordial abilities have been bestowed upon you. You can manipulate the innate creation powers of the universe to enhance your magical abilities further than many others even try. When you pick this subclass, you should ask yourself, how did my character gain these abilities? Could they be the child of a genie or maybe an elder elemental picked you to be its loyal disciple or guiding aspect. Whatever you choose, you should think about how this would impact the decisions and choices you make. Is your sorcerer boastful about where they got their powers wearing it like a badge of honour or do they hide them like its a stain on their family? Have these connections to primordial abilities affected anything else to do with your character? Maybe a simple yet unique eye colour change or maybe you suffer horrible visions of yourself dooming the world to drown into the vast ocean or engulf in flames.
Elemental Origin
When you choose this subclass at level one, pick an option from the following table. This determines what elements you are tied to:
|
Element |
Damage Association |
|
Air |
Lightning |
|
Earth |
Thunder |
|
Fire |
Fire |
|
Water |
Cold |
Elemental Aspect
Also at level one, you gain a benefit when you cast a spell that deals your damage association. For air, you gain a fly speed equal to your walking speed. For earth, you gain a burrow speed equal to your walking speed. For fire, you shed bright light for 20ft and dim light for an additional 20ft. For water, you gain a swim speed equal to your walking speed. These effects last until the end of your next turn.
Primordial Understanding
Also at level one, you can speak, read and write primordial
Primordial Resistance
At level six, you gain resistance to your damage association associated with your element.
Primordial Extension
Also at level six, you can spend up to 5 sorcery points to extend your elemental resistance to other creatures with one sorcery point equalling one creature. This requires an action to do and lasts for one minute.
Elemental Transmutation
At level fourteen, you gain the transmuted spell metamagic option. If you already have the transmuted spell metamagic option, then you gain a different metamagic option of your choice.
Elemental Empowerment
At level eighteen, you can enhance the damage of certain spells. You can spend up to six sorcery points to increase the damage of spells that deal the damage of your associated damage type. For each two sorcery points spent, you gain one extra damage die on the damage of the spell. If the spell does multiple types of damage, then you increase your associated damage type. The spell you are empowering must be of 5 level or lower including cantrips.
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