Sorcerer
Base Class: Sorcerer

The magic you wield comes from the Elemental Chaos. This plane is home to all of the primordials, beings that rival even the gods in terms of power. The question is, how did this power come to you? Can it be traced through a long bloodline of powerful sorcerers? Did one of your ancestors come from the plane of Elemental Chaos? Or did you personally make a pact for power with a primordial? Or maybe you were experimented on by fanatics of one of the elemental lords?

Another thing to consider is what part of the Elemental Chaos you are connected to? Is it Root Hold, ruled over by the primordial of earth Grumbar? Or maybe it's Sky Hold, a kingdom of storms ruled over by the air primordial Akadi? Another option is the Cresting Spires, a land almost completely underwater that is led by the primordial Istishia. And finally there is the Undying Pyre, a land of ash and flame that is ruled by the most powerful primordial, Kossuth.

Primordial Source

At 1st level, you choose the domain that your power comes from. This domain gives you features at this level and at future ones.

Additionally, you learn to read, write, and speak Primordial

Cresting Spires

Your power comes from the domain of elemental water, granting you resistance to acid damage and allowing you to breathe both in air and water. Additionally, it grants you a swim speed equal to your walking speed.

Root Hold

You are invigorated with the stability and power of elemental earth, granting you additional hit points equal to your sorcerer level. Additionally, your armor class cannot be reduced below 15.

Sky Home

You have resistance to thunder and lightning damage, and you may use your reaction to reduce falling damage you would take to 0.

Undying Pyre

You have resistance to fire damage and whenever you cast a spell of 1st level or higher that deals fire damage, add your Charisma modifier to the damage dealt (you have to do this manually).

Protection of the Elements

At 6th level, your attunement to a part of the Elemental Chaos has become strong enough that you can draw on the power of the plane to protect you when necessary.

Protection of Root Hold

As a reaction when you are targeted with an attack, you may spend 1 sorcery point to gain resistance to bludgeoning, piercing, or slashing damage for 1 minute.

Protection of Sky Home

As a reaction when a creature targets you with an attack, you may spend 2 sorcery points to cast warding wind or 1 sorcery point to cast thunderwave.

Protection of the Cresting Spires

As a reaction when you are hit by an attack that would cause you to take non psychic damage, you may spend 1 sorcery point to gain resistance to that type of damage until the end of your next turn, and then you can move up to 30 feet away without provoking opportunity attacks.

Protection of the Undying Pyre

As a reaction when you take damage, you may spend 1 sorcery point to cast burning hands toward the target that damaged you. You may spend additional sorcery points to increase the level at which this spell is cast at a 1 to 1 ratio (EX: 2 additional points for a level 3 spell). You may not spend sorcery points to increase the spell's level beyond what you would normally be able to cast (EX: A level 8 sorcerer cannot cast a 5th level spell).

Blessings of the Elemental Chaos

At 14th level, you have been blessed with even greater magics from the Elemental Chaos. These magics manifest in different ways depending on the domain they came from.

Blessing of Air

You have been blessed by the Sky Home with the ability to fly. While not wearing heavy armor, you have a flying speed of 30 feet.

Blessing of Earth

Your base hit points increase by an amount equal to twice your sorcerer level. Additionally, whenever you cast a sorcerer spell of 1st level or higher, you gain temporary hit points equal to your proficiency bonus.

Blessing of Fire

As a bonus action, you create a fiery aura around yourself. While this aura is active, you emit bright light in a 30 foot radius and dim light for another 30 feet. When a creature hits you with a melee attack while this aura is active, you may use your reaction to deal fire damage to that creature equal to twice your proficiency bonus.

Blessing of Water

As an action on your turn, you may turn into water. While you are water, you have resistance to non psychic damage, your movement speed increases to 50 feet, you are invisible while in a body of water, you may move through spaces as small as 1 inch in diameter, and you may move through the spaces of other creatures.  You may change back to your normal form as a bonus action or if you become unconscious. You may not attack, cast spells, or verbally communicate while you are water.

Power Incarnate

Beginning at 18th level, you have learned to tap into the raw power of the Elemental Chaos and create powerful effects based on the domain your magic comes from.

Flaming Rebirth

When you die (not just drop to 0 hit points), your body explodes into a fiery storm. Creatures within 30 feet of you must make a Dexterity saving throw, taking 15d10 fire damage on a failed save or half as much on a successful one.

Additionally, an egg appears where your body was. You hatch from this egg after 1d6 days appearing as you would at the height of your power. The egg weighs 5 pounds and is immune to all damage.

Primordial Storm

As an action, you can spend 7 sorcery points to summon a powerful storm from Sky Home. The storm is centered on you and can reach up to 1 mile in diameter. Heavy precipitation falls in this area causing it to be lightly obscured, perceptions checks that rely on hearing to be made at disadvantage, and open flames to be extinguished. Strong winds also blow which will extinguish open flames, disperse fog, and impose disadvantage on ranged attack rolls. The storm lasts for 1 minute.

While the storm is raging, you may use your action to strike up to 3 points in the storm with lightning (or one point 3 times). Creatures within 5 feet of those points must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save or half as much on a successful one. If a creature fails this save by 5 or more, it is stunned until the end of its next turn.

Primordial Wave

As an action, you may spend 7 sorcery points to summon a tidal wave from the Cresting spires. The wave is centered on you and it is up to 250 feet wide, 250 feet tall, and 50 feet thick. When the wave appears, all other creatures in its area must make a Strength saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much on a successful one.

You may keep the wave going as an action on each of your turns. If you do so, the wall, along with any other creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall moves into must make a Strength saving throw or take 5d10 bludgeoning damage. At the end of each of your turns, the wall reduces in height by 50 feet and the damage it deals decreases by 1d10 (so if they take 5d10 on the second turn you use your action on this, they take 4d10 on the third).

A creature caught in the wall can move by swimming, but it must succeed on an athletics check contested by your spell save DC to be able to do so.

Tectonic Destruction

You have learned to call on the power of Root Hold. As an action, you may spend 4 sorcery points and pound the ground to send a powerful shockwave up to 30 feet away.  Creatures in this radius must make a Dexterity saving throw, taking 6d12 force damage and falling prone on a failed save, or half as much damage on a successful one.

Additionally, your Constitution increases by 2 to a maximum of 22.

Previous Versions

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12/12/2023 2:27:14 PM
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