Base Class: Sorcerer
Prerequisite: This is a Prestige subclass that must be earned in game or taken by a Sorcerer, Paladin, or Fighter who has previously reached at level 20.
The Elemental Bloodline sorcerers are the ultimate expression of elemental might, descendants of the ruling powers of the Elemental Planes. Reserved for only the most powerful of sorcerers, they have unparalleled mastery over the elements. Whether channeling the fury of a firestorm, the solidity of earth, the fluidity of water, or the swiftness of air, these sorcerers combine their potent magic with martial prowess. They strike with weapons infused with elemental power, capable of slashing foes and casting spells in the same breath. Their auras radiate elemental energy, burning, crushing, freezing, or buffeting nearby enemies while protecting them from harm. At their peak, they can transform into a living embodiment of their element, unstoppable and awe-inspiring.
Those of the Elemental Bloodline are often either arrogant due to their incredible power or haunted by the destruction caused by a power they are unable to fully control. As a result, they can be powerful rulers or calamities. They excel in activities that require large-scale destruction, but often falter when a softer touch is required. Whether ruling kingdoms, commanding armies, or leading the vanguard into battle, they are forces of nature incarnate, both feared and revered for their elemental mastery and unyielding spirit.
Elemental Blade
3rd-level Elemental Bloodline feature
The essence of your elemental heritage runs through your veins and infuses your magical and physical abilities. You select an associated elemental plane when you select this subclass, choosing between Air, Earth, Fire, and Water. Whenever you hit an enemy with an attack, you deal an additional 1d6 damage. The damage is of the type shown in the table below. You also gain resistance to that type of damage.
At 18th level, the damage dealt by your elemental blade increases to 2d6.
Elemental Planes
| Elemental Plane | Damage Type(S) |
|---|---|
| Air | Thunder and Lightning |
| Earth | Force |
| Fire | Fire |
| Water | Cold |
Plane of Air
You command the nimble forces of wind, the quickness of lightning, and the power of thunder. Whenever you hit an enemy with an attack, you deal an additional 1d6 lightning or thunder damage. You also gain resistance to lightning and thunder damage.
At 18th level, the damage of your elemental blade increases to 2d6.
Plane of Earth
You embody the sturdiness and strength of the earth. Whenever you hit an enemy with an attack, you deal an additional 1d6 force damage. You also gain resistance to force damage.
At 18th level, the damage of your elemental blade increases to 2d6.
Plane of Fire
You burn hot with the ferocity of the plane of fire. Whenever you hit an enemy with an attack, you deal an additional 1d6 fire damage. You also gain resistance to fire damage.
At 18th level, the damage of your elemental blade increases to 2d6.
Plane of Water
You embody the free-flowing nature of water. Whenever you hit an enemy with an attack, you deal an additional 1d6 cold damage. You also gain resistance to cold damage.
At 18th level, the damage of your elemental blade increases to 2d6.
Bonus Proficiencies
3rd-level Elemental Bloodline feature
You are well versed in martial combat. You gain proficiency with light armor, martial weapons, medium armor, and shields.
Elemental Spells
3rd-level Elemental Bloodline feature
You power stems from the elemental plane, granting you spells associated with your plane. At 3rd level, you learn the absorb elements, chromatic orb, and dragon's breath spells. You also gain one spell associated with your elemental plane.
At 5th, 7th, 9th, and 11th level you gain access to the spells listed for that level in the Elemental Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Elemental Spells
| Sorcerer Level | Plane of Air | Plane of Earth | Plane of Fire | Plane of Water |
|---|---|---|---|---|
| 3rd | absorb elements, chromatic orb, dragon's breath, gust of wind | absorb elements, chromatic orb, dragon's breath, earthbind | absorb elements, chromatic orb, dragon's breath, heat metal | absorb elements, chromatic orb, dragon's breath, snilloc's snowball swarm |
| 5th | dispel magic, wind wall | dispel magic, wall of sand | dispel magic, fireball | dispel magic, wall of water |
| 7th | storm sphere, summon elemental (Air only) | stone shape, stoneskin | fire shield, wall of fire | control water, ice storm |
| 9th | conjure elemental (Air only), steel wind strike | conjure elemental (Earth only), wall of stone | conjure elemental (Fire only), flame strike | conjure elemental (Water only), cone of cold |
Plane of Air
You are born from the powers of the Plane of Air, granting you spells associated with it. At 3rd level, you learn the absorb elements, chromatic orb, dragon's breath, and gust of wind spells.
At 5th, 7th, 9th, and 11th level you gain access to the spells listed for that level in the Elemental Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Elemental Spells
| Sorcerer Level | Spells |
|---|---|
| 3rd | absorb elements, chromatic orb, dragon's breath, gust of wind |
| 5th | dispel magic, wind wall |
| 7th | storm sphere, conjure minor elementals (Lightning only) |
| 9th | cloudkill, conjure elemental (Air only) |
Plane of Earth
You are born from the powers of the Plane of Earth, granting you spells associated with it. At 3rd level, you learn the absorb elements, chromatic orb, dragon's breath, and wall of sand spells.
At 5th, 7th, 9th, and 11th level you gain access to the spells listed for that level in the Elemental Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Elemental Spells
| Sorcerer Level | SPELLS |
|---|---|
| 3rd | absorb elements, chromatic orb, dragon's breath, earthbind |
| 5th | dispel magic, wall of sand |
| 7th | stone shape, stoneskin |
| 9th | conjure elemental (Earth only), wall of stone |
Plane of Fire
You are born from the powers of the elemental plane of fire, granting you spells associated with it. At 3rd level, you learn the absorb elements, chromatic orb, dragon's breath, and fireball spells.
At 5th, 7th, 9th, and 11th level you gain access to the spells listed for that level in the Elemental Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Elemental Spells
| SORCERER Level | SPELLS |
|---|---|
| 3rd | absorb elements, chromatic orb, dragon's breath, heat metal |
| 5th | dispel magic, fireball |
| 7th | fire shield, wall of fire |
| 9th | conjure elemental (Fire only), flame strike |
Plane of Water
You are born from the powers of the Plane of Water, granting you spells associated with it. At 3rd level, you learn the absorb elements, chromatic orb, dragon's breath, and snilloc's snowball swarm spells.
At 5th, 7th, 9th, and 11th level you gain access to the spells listed for that level in the Elemental Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
Elemental Spells
| SORCERER Level | SPELLS |
|---|---|
| 3rd | absorb elements, chromatic orb, dragon's breath, snilloc's snowball swarm |
| 5th | dispel magic, wall of water |
| 7th | control water, ice storm |
| 9th | conjure elemental (Water only), cone of cold |
Extra Attack
6th-level Elemental Bloodline feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Elemental Aura
6th-level Elemental Bloodline feature
The strength of your element can no longer be contained within your body. Your chosen element swirls around your body, granting you a passive ability, and, once per turn, you can release your element. The effect varies depending on the elemental plane that you're associated with as shown in the following table.
| Elemental Plane | Ability |
|---|---|
| Air | Gale-force winds constantly swirls around you in a 10 foot radius. The magical wind conveys three benefits on you:
|
| Earth | The ground shakes and cracks in a 20 foot radius centered on you. This conveys two benefits:
|
| Fire | Flames and intense heat swirl around you in a 10 foot radius. This conveys two benefits:
|
| Water | Icy winds and snow swirl around you in a 20 foot radius centered on you. This conveys two benefits:
|
Inferno
Flames and intense heat swirl around you in a 10 foot radius. This conveys two benefits:
- You gain resistance to cold damage.
- Once per turn, when you are hit with an attack by a creature within 10 feet of you that you can see, you deal a number of d6 fire damage dice equal to your proficiency bonus to that creature.
Localized Quake
The ground shakes and cracks in a 20 foot radius centered on you. This conveys two benefits:
- The area within the radius is difficult terrain for creatures other than you.
- Once per turn, when you are hit with an attack, all creatures within the radius make a Strength saving throw based on your spell save DC or fall prone.
Swirling Vortex
Gale-force winds constantly swirls around you in a 10 foot radius. The magical wind conveys three benefits on you:
- Attack rolls of ranged weapon against you have disadvantage.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- Once per turn, when you are hit with an attack, you can teleport a number of feet up to 10 times your proficiency bonus to a location you can see.
Winter Squall
Icy winds and snow swirl around you in a 20 foot radius centered on you. This conveys two benefits:
- The first time a creature moves into your aura on their turn, they must make a dexterity saving throw against your spell save DC or move 10 feet in the direction of your choosing. You cannot force a creature to move outside of the aura with this movement.
- Once per turn, when you take damage, you gain resistance to one of those damage types until the start of your next turn.
Improved Extra Attack
14th-level Elemental Bloodline feature
When you take the Attack, you may replace one of those attacks with a spell instead of a cantrip.
Elemental Mastery
14th-level Elemental Bloodline feature
Your element is an extension of yourself. You gain immunity to the damage type(s) associated with your plane. You also ignore resistance to the damage type(s) associated with your elemental plane.
Elemental Planes
| Elemental Plane | Damage Type(S) |
|---|---|
| Air | Thunder and Lightning |
| Earth | Force |
| Fire | Fire |
| Water | Cold |
Plane of Air
You gain immunity to thunder and lightning damage.
Plane of Earth
You gain immunity to force damage.
Plane of Fire
You gain immunity to fire damage.
Plane of Water
You gain immunity to cold damage.
Improved Elemental Blade
18th-level Elemental Bloodline feature
Your increased control over your element allows you to release more power with your attacks. The damage dealt by your Elemental Blade feature increases to 2d6.
Elemental Avatar
18th-level Elemental Bloodline feature
You are able to directly connect to your elemental plane and pull power from it to transform yourself into an avatar. As a bonus action, you can transform yourself into an elemental avatar for 10 minutes or until you become unconscious or choose to end it (no action required). While in your avatar form, you gain the following benefits:
- The abilities from your elemental aura are no longer limited to being used once per turn. You can activate them every time the triggering condition occurs.
- When you take the Attack, you can make one additional attack.
- Whenever a creature starts its turn within 30 feet of you, they must make a Constitution saving throw against your spell save DC or take 4d6 damage or half as much on a successful save. The damage type is tied to your elemental plane.
- You can move through a space as narrow as 1 inch wide without squeezing.
- Your attacks and spells ignore immunity to damage of the type associated with your elemental plane.
Once you use this ability, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Elemental Planes
| Elemental Plane | Damage Type(S) |
|---|---|
| Air | Thunder and Lightning |
| Earth | Force |
| Fire | Fire |
| Water | Cold |
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Posted Dec 21, 2024very nice