Base Class: Sorcerer
A sorcerer who has control over the vast different elemental magics. They are so in touch with the elements that they can cause spells to split among multiple of the elements at once, causing elemental reactions with varying effects.
Level 3: Elemental Spells
| Sorcerer Level | Spells |
|---|---|
| 3 | Chromatic Orb, Absorb Elements, Dragon’s Breath, Shatter |
| 5 | Fireball, Protection from Energy |
| 7 | Storm Sphere, Vitriolic Sphere |
| 9 | Cloudkill, Cone of Cold |
Level 3: Elemental Fusion
Your innate connection to elemental magic allows you to weave multiple elements into a single spell.
Whenever you cast a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you can choose one other damage type from that list and infuse the spell with it. When you roll damage for the spell, divide the damage of its original type as evenly as possible between the spell's original damage type and the chosen damage type.
If the damage cannot be divided evenly, you choose which of the two damage types deals the remaining 1 point of damage.
Level 3: Elemental Communion
Your connection to the fundamental elements extends beyond destructive magic. You learn to speak, read, and write Primordial, and you can communicate simple ideas with creatures that have the Elemental creature type even if you don't share a language.
In addition, you can harmlessly manipulate nearby elemental matter. As a Magic action, you can produce one of the following effects within 30 feet of yourself:
- Ignite or extinguish a nonmagical flame no larger than a 5-foot Cube.
- Freeze or thaw nonmagical water within a 5-foot Cube.
- Cause water within a 5-foot Cube to move or reshape itself without dealing damage.
- Create a harmless electrical discharge between two points within 10 feet of one another.
- Cause a harmless boom, vibration, or tremor that can be heard or felt within 30 feet.
- Corrode, stain, clean, or neutralize a Tiny nonmagical object or a harmless amount of acid or poison.
These effects can't deal damage, impose conditions, or directly affect a creature against its will.
Level 6: Elemental Reactions
6th-Level Elemental Sorcerer Feature
When you blend elemental forces together, the interaction between those elements produces additional magical effects.
Whenever a creature takes damage from a spell you cast that you modified with your Elemental Fusion feature, it undergoes the Elemental Reaction associated with those damage types, as shown in the Elemental Reactions table.
A creature must take damage of both types for their Elemental Reaction to occur. For example, if a creature is immune to Cold damage and takes Fire and Cold damage from one of your spells, it does not undergo the Fire and Cold reaction.
Ongoing Spells
An Elemental Reaction isn't limited to the turn on which you cast the spell. If a spell modified by Elemental Fusion deals damage again on a later turn, such as Cloudkill or another spell with an ongoing area or effect, it can cause its Elemental Reaction again.
A creature can undergo each particular Elemental Reaction from the same casting of a spell only once per turn.
Consequently, a spell that damages the same creature multiple times during one turn causes that reaction only once, while a spell that continues dealing damage over several turns can cause the reaction again on each of those turns.
Repeated applications of the same Elemental Reaction don't stack with themselves unless the reaction says otherwise; they instead refresh its duration.
Damage caused by an Elemental Reaction can't cause another Elemental Reaction.
Multiple Elements
If an instance of spell damage contains more than two of your elemental damage types, each unique pair of damage types produces its own Elemental Reaction.
For example, a spell dealing Fire, Cold, and Lightning damage can cause Steam Veil, Plasma Surge, and Flash Freeze.
Elemental Reactions
| Elements | Reaction | Effect |
|---|
| Fire + Cold | Steam Veil | Scalding steam erupts around the creature. Until the start of your next turn, the creature can't see creatures or objects more than 5 feet away from it, and creatures more than 5 feet away are considered Heavily Obscured to it. |
| Fire + Lightning | Plasma Surge | Superheated plasma tears through the creature. It takes additional Fire or Lightning damage equal to your Proficiency Bonus. In addition, you can cause one creature undergoing this reaction to take additional damage equal to your Proficiency Bonus again. |
| Fire + Thunder | Detonation | An explosive shock wave erupts around the creature. You can either push it up to 10 feet horizontally to an unoccupied space you can see or knock it Prone. |
| Fire + Acid | Caustic Burn | Burning acid clings to the creature. At the start of its next turn, it takes 1d8 Fire or Acid damage (your choice). |
| Fire + Poison | Toxic Combustion | Burning toxins overwhelm the creature. It has the Poisoned condition until the start of your next turn. |
| Cold + Lightning | Flash Freeze | Ice rapidly seizes around the creature. Until the start of your next turn, its Speed is halved, and it can't take the Dash action. |
| Cold + Thunder | Shatter | The creature becomes magically brittle. The next time it is hit by an attack before the start of your next turn, the attack deals an additional 2d8 damage of the attack's type. The reaction then ends. |
| Cold + Acid | Embrittle | Acid eats away at the creature's defenses before sudden cold makes them brittle. The creature suffers a −2 penalty to AC until the start of your next turn. This penalty doesn't stack with itself. |
| Cold + Poison | Cryotoxin | Freezing toxins slow the creature's body. Until the start of your next turn, its Speed is reduced by 10 feet, it can't take Bonus Actions, and it subtracts 1d4 from its attack rolls. |
| Lightning + Thunder | Concussive Shock | A violent electrical shock overwhelms the creature's reflexes. Until the start of your next turn, it can't take Reactions, and it subtracts 1d4 from Dexterity saving throws. |
| Lightning + Acid | Electrolysis | The creature becomes dangerously conductive. It takes additional Acid or Lightning damage equal to your Proficiency Bonus, and until the start of your next turn, Resistance to Acid and Lightning damage doesn't reduce damage dealt to it by your spells. |
| Lightning + Poison | Neuroshock | Electrified toxins disrupt the creature's nervous system. The creature subtracts 1d4 from the next Constitution saving throw it makes before the start of your next turn. In addition, if it is concentrating on a spell when Neuroshock occurs, it immediately makes a Constitution saving throw to maintain Concentration as though it had taken damage equal to twice your Sorcerer level. |
| Thunder + Acid | Erosive Resonance | Violent vibrations weaken the creature's ability to resist physical forces. Choose Strength or Dexterity when the reaction occurs. The creature subtracts 1d4 from saving throws using the chosen ability until the start of your next turn. |
| Thunder + Poison | Aerosolize | The shock wave disperses toxic magic around the creature. Until the start of your next turn, the creature emanates a 5-foot Emanation of poisonous vapor. A creature of your choice that enters that Emanation for the first time on a turn or starts its turn there takes Poison damage equal to your Proficiency Bonus. A creature can take this damage only once per turn, regardless of how many Aerosolize Emanations created by the same spell overlap it. |
| Acid + Poison | Contamination | The creature becomes saturated with corrosive toxins. Until the start of your next turn, it can't regain Hit Points or gain Temporary Hit Points. In addition, the first time it takes damage before the reaction ends, it takes an additional 1d8 Acid or Poison damage (your choice). |
Level 14: Elemental Trinity
Your mastery over elemental magic has advanced to the point that you can freely weave three different elemental forces into a single spell.
Whenever you use your Elemental Fusion feature, you can choose up to two additional damage types instead of one. Each chosen damage type must be Acid, Cold, Fire, Lightning, Poison, or Thunder, and each must be different from the spell's original damage type and from each other.
Divide the spell's original elemental damage as evenly as possible among its original damage type and each additional damage type you chose. If the damage can't be divided evenly, you decide which of those damage types deal the remaining points of damage. The spell must always deal at least 1 damage of its original damage type.
A creature that takes damage of all three types can undergo the Elemental Reaction associated with each unique pair of elements contained within the spell.
If a spell modified by Elemental Trinity deals damage more than once, it retains the same three elemental damage types for its entire duration, and its Elemental Reactions can occur again whenever the spell deals damage, subject to the normal limitations of your Elemental Reactions feature.
Level 18: Elemental Convergence
You have mastered the convergence of all elemental forces, allowing you to unleash them together in a devastating torrent of raw elemental magic.
As a Magic action, you unleash a beam of elemental energy in a 200-foot-long, 20-foot-wide Line originating from you.
Each creature in the Line must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 24d6 damage, consisting of:
- 4d6 Acid damage
- 4d6 Cold damage
- 4d6 Fire damage
- 4d6 Lightning damage
- 4d6 Poison damage
- 4d6 Thunder damage
On a successful save, the creature takes half as much damage of each type.
When you use this feature, choose six different Elemental Reactions from your Elemental Reactions feature. Each creature damaged by Elemental Convergence undergoes each of the chosen reactions for which it took damage of both associated damage types.
Elemental Reactions caused by this feature follow all the normal rules of your Elemental Reactions feature. If a creature is immune to one of the damage types required for a chosen reaction, that reaction doesn't affect the creature.
Once you use Elemental Convergence, you can't use it again until you finish a Long Rest, unless you spend 10 Sorcery Points to regain the use of this feature.
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