Sorcerer
Base Class: Sorcerer

Your innate magic comes from the balance needed to overcome the chaos of creation to sustain existence. In all things there is an innate balance, and wherever that balance is shifted magic ruptures forth. Exposure to this raw magic is a likely source of your existence, or perhaps a fluke of your birth; regardless, magic surges in the world around you, waiting to be commanded.

Similar to wild magic in nature, a Thaumic sorcerer gains magic from the natural magical fields in the world; warping, and distorting them to cast spells. Unlike wild magic, the thaumic sorcerer would rely on the natural order of magic rather than its chaotic nature, making them much less explosive in their use of magic. The thaumic sorcerer must keep in mind the balance of their magic the natural order at all times, gaining buff and debuffs for upsetting this balance, and even causing wild magic surges when the balance is completely disturbed.

Elemental Awareness

Starting at 1st level, during a long rest you may choose one element (two at level 6, three at level 14) to attune with, granting you resistances or other effects. At 1st level, you may only choose one option for resistance and can choose a second resistance option at 18th level.  

Elemental Awareness
ELEMENT EFFECT

Terra

You gain +1 your Armor Class; or you gain resistance to damage from Piercing, Bludgeoning, or Slashing damage.

Aqua

You can cast the spell Create or Destroy Water once at 1st-level per long rest without expending a spell slot; or you gain resistance to Cold damage.

Aer

You gain an additional flying speed of 10ft; you can cast the spell Feather Fall once at 1st-level per long rest without expending a spell slot.

Ignis

Whenever you cast a spell that deals Fire damage to a target, the target takes additional Fire damage equal to the spell's level; or you gain resistance to Fire damage. 

Ordo

You gain the ability to sense the presence of a creature with a particular alignment axis (Lawful, Neutral, or Chaotic, chosen at attunement) within 10ft of yourself as a bonus action; or you gain resistance to Necrotic damage.  

Perditio

You gain the ability to reroll any dice result of 1 on damage dice for a spell of 1st-level or higher once per long rest; or whenever you spend one or more sorcery points, you can choose to roll on the Wild Magic Table.

You are proficient with Alchemist's Supplies, and use your Charisma score when using this tool.

Aer - Feather Fall

You can cast the spell Feather Fall once at 1st-level per long rest without expending a spell slot.

Aer - Flight

You gain an additional flying speed of 10ft.

Aqua - Create or Destroy Water

You can cast the spell Create or Destroy Water once at 1st-level per long rest without expending a spell slot.

Aqua - Resistance

You gain resistance to Cold damage.

Ignis - Resistance

You gain resistance to Fire damage.

Ignis - Spell Damage

Whenever you cast a spell that deals Fire damage to a target, the target takes additional Fire damage equal to the spell's level.

Ordo - Resistance

You gain resistance to Necrotic damage.

Ordo - Sense Alignment

You gain the ability to sense the presence of a creature with a particular alignment axis (Lawful, Neutral, or Chaotic; chosen at attunement) within 10ft of yourself as a Bonus Action, a number of times equal to your proficiency bonus.

Perditio - Spell Damage Rerolls

You gain the ability to reroll any dice result of 1 on damage dice for a spell of 1st-level or higher once per long rest.

Perditio - Wild Magic

Whenever you spend one or more sorcery points, you can choose to roll on the Wild Magic Table.

Terra - Resistance (Bludgeoning)

You gain resistance to damage from Bludgeoning damage.

Terra - Resistance (Piercing)

You gain resistance to damage from Piercing damage.

Terra - Resistance (Slashing)

You gain resistance to damage from Slashing damage.

Terra - Shield

You gain a +1 bonus to your Armor Class.

Order & Chaos

Starting at 1st level, you must learn to balance and maintain your awareness of the natural magical fields.

Disturbances in the natural order of the elements creates magical flux and can cause surges of wild magic. Whenever you spend sorcery points or cast a spell of 1st-level or higher while the environmental terrain you are currently in does not match your attuned element, a disturbance is created (Roll on the Wild Magic Table).

Similarly, maintaining the balance of the flux can give you an advantage. An advantage is granted in the form of advantage on spell attack rolls when the environmental terrain you are currently in matches your chosen attuned element. Advantages granted this way can occur a number of times equal to your proficiency modifier before completing a short rest. 

Terrain Elements

  • Arctic: Aqua, Aer, Ordo
  • Costal: Aqua, Perditio, Terra
  • Desert: Aer, Ignis, Ordo
  • Forest: Aqua, Ordo, Terra
  • Grassland: Aer, Ordo, Terra
  • Mountain: Aer, Perditio, Terra
  • Swamp: Aqua, Perditio, Terra
  • Underdark: Ignis, Perditio, Terra
  • City: Ignis, Ordo, Perditio

Knowledge of Control

Starting at the 6th level, you see the world as it is in a magical sense and can warp it to your needs.

You may spend 2 sorcery points to cast the Detect Magic spell.

You may spend 2 sorcery points to bend the elements of the natural world, causing the nullification or bolstering of those elements. This effect takes the form of either resistance to an elemental damage type, or a 1d4+1 bonus added to your spell save DC for your sorcerer spells; the effect lasts for one minute.

You may spend 3 sorcery points to cast the Find Familiar spell without material components, your Familiar's creature type is Elemental regardless of what form you choose for it to take. When you cast the spell in this way, you can choose for your familiar to take the form of a minor elemental (CR ½ or less). If you lose consciousness, the elemental is dispelled. You must take a long rest before you are able to summon one again.

Flux Alteration

At 14th level, you gain the ability to shape and alter the magical flux of the world around you, gaining the following abilities, available once each per long rest. 

  • Heal one creature you touch for 1d6 (1d8 at level 18), + CAR modifier.
  • Change what elements you are attuned to, as a 10-minute ritual.
  • Cast the Control Flames cantrip, as a 1-minute ritual.
  • Cast the Gust cantrip, as a 1-minute ritual.
  • Cast the Mold Earth cantrip, as a 1-minute ritual.
  • Cast the Shape Water cantrip, as a 1-minute ritual.
  • Cast the Identify spell once without using a spell slot or material components.

Thaumic Arcanum

Beginning at 18th level, you gain better control of the arcanium which fuels your powers and binds the magic of the worlds. After completing a long rest you may pull natural magic from the flux and stabilize them into an elemental of your binding. This elemental is summoned as if you had cast the Conjure Elemental spell at the 5th level. This spell does not require concentration for the Elemental to remain friendly towards you, and the Elemental will remain until the end of your next short or long rest, at which point it is dismissed. The elemental can be dismissed early by you as an action, or is automatically dismissed if it falls to zero hit points.

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