Sorcerer
Base Class: Sorcerer

Transcend the boundaries of magic, becoming conduits for singular elemental forces. 

Elemental Infusion

At 1st level, You can speak, read, and write Primordial. Choose any listed element, gaining resistance to that element. Any spell from the sorcerer's spell list can change its damage type to match your chosen element.

Acid

At 1st level, you gain resistance to this element

Cold

At 1st level, you gain resistance to this element

Fire

At 1st level, you gain resistance to this element.

Lightning

At 1st level, you gain resistance to this element

Poison

At 1st level, you gain resistance to this element

Thunder

At 1st level, you gain resistance to this element

Elemental Warrior

At level 1, focusing on a one-handed melee weapon for one hour gains you proficiency with it, letting it use Charisma for attack and damage rolls. Weapon damage becomes chosen element.

Primal Form

At 1st level, as a bonus action, assume a your form for 1 minute. This is provided you aren’t wearing armor, using a shield or unarmored defense features. This ends early if you are incapacitated, or use two hands to make an attack with a weapon. You can dismiss your form as a free action.

While your Primal Form is active, gain the following:

  • Temporary hit points equal to twice your sorcerer level that vanish when the form ends.
  • Add Constitution modifier to your armor class.

You can use this feature twice, regaining all expended uses when you finish a Long Rest.

Hex Warrior

This allows you to turn the weapon into a charisma based weapon

Primal Incarnate

At level 6, If you have no uses of Primal Form left, you can spend 2 Sorcery Points when you take the Bonus Action to activate it. You can attack twice, instead of once, whenever you take the Attack action on your turn. If both attacks hit, you can cast an ranged attack cantrip from the sorcerer spell list as a bonus action. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged cantrip attack rolls.

Wrath of the Elements

At 14th level, while in your form, regain temporary hit points equal to half your level plus proficiency bonus when you expend or convert sorcery points. You can regain up to your forms temporary hit point maximum. Whether you are in your form, at the start of the day, choose one from the following abilities which are swappable on a short rests.

Draw Essence

Landing a critical hit or killing blow gains you a sorcery point. You can only gain up to your proficiency bonus of sorcery points. This refreshed on a long rest.

Follow up

Whenever you take the Attack action on your turn. If both weapon attacks hit, you can expend a spell slot to cast an action spell as a bonus action. Being within 5 feet of a hostile creature doesn't cause disadvantage.

Infused

The first creature you hit with an spell attack on your turn has disadvantage on attack rolls that aren’t against you until the start of your next turn. When the target hits a creature other than you with an attack, the infused creature takes 2d10 of your chosen element.

Raw Power

Once per turn, when you hit with a melee attack, expend a sorcery point. The target make a strength save. On a failure, prone, grapple, or push the target 10 feet. On a success, nothing happens. Regain the sorcery point.

Elemental Titan

At level 18, you are immune to your chosen element, and being incapacitated will not remove your form. When you roll initiative, you can enter your form for 2 sorcery points. You can expend 3 additional sorcery points to choose from the following form archetypes.

  • Juggernaut
    • Triple your jump distance and temporary hit points gained. Gain the Large effect of [spell]enlarge/reduce[\spell].
  •  Elementalist
    • Allies within 20 feet gain resistance to your element. Once per turn add 1d4 of your element to a cantrip or weapon attack. You can enter an enemies space, dealing 1d10 of your element to them.
  • Elementalist
    • Gain a hover speed equal to your movement. Your melee weapon attack range is increased to 25 feet. Add your charisma modifier to one instance of damage from an attack spell.

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