Base Class: Sorcerer
It is said that which doesn't kill you makes you stronger. Sometime in the past, one of your ancestors was exposed to, and managed to survive, extremely potent magic which left an indelible mark on them, a mark that was passed down to you in the form of an innate alignment to a particular type of damage. This alignment is a seed of power that will grow, turning you into an Embodiment of magical power. It exudes from you, pours from you. Many a cocky warrior has found out the hard way that not all sorcerer's at helpless at close range.
Touched by Power
At 1st level, the seed of magic within you, passed on by your ancestors, awakens. Choose the damage type with which you are aligned: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You learn a cantrip from any class with that deals that type of damage.
Additionally, add +1 to your spell attack and spell save DC for spells that would deal the chosen type of power.
Powered Strike
Starting at 6th level, you gain the ability to channel the magical forces within you, augmenting your blows. Whenever you make an unarmed strike, you make choose whenever or not to augment it. If you do, you use Charisma instead of strength for the attack, and it deals 1d6 of your chosen damage type instead of normal damage, and the strike is considered magical with regards to immunity and resistance.
Additionally, if you would be dealt damage of the chosen type, you may use your reaction and spend 1 Sorcery Point to gain resistance to that damage type until the start of your next turn. If you do so, unarmed strikes on your next turn deal 2d6 instead.
Mystic Flight
At 14th level, you gain the ability to channel the mystic forces within you outwards to gain a flying speed equal to your current speed. As a bonus action on your turn, you can channel this magic, whose form may vary from person to person, taking the form of either wings, a visible aura, or propelling jets of magic. No matter what the form, the magic visibly reflects the type of damage your are aligned with, such as jets of flame, icy wings, or an aura of lightning. This form is decided by you and always the same after your first use. . The effect last until you dismiss it as a bonus action on your turn.
Whatever the form of your mode of flight, it cannot dealt damage or physically interact with other creatures or objects..
Power Overwhelming
Beginning at 18th level, the power inside you cannot be contained. You have a constant, visible aura immediately around you, reflecting the type of damage you are aligned with, you determine the exact appearance of this aura upon reaching this level. You gain the following abilities:
Whenever you hit a creature with an embodied strike, you may expend a spell slot to focus this aura entirely around your hand to deal additional damage of the chosen type to that creature. The extra damage is 2d6 for a 1st level spell, plus an additional 1d6 for each spell level higher than first, to a maximum of 6d6.
Whenever you deal damage of the chosen type to a creature you can see, you may use your bonus action to teleport to within 5 feet of that creature.
Whenever you are hit by a melee attack, you may use your reaction to have this aura deal 2d8 damage of your chosen damage type to the attacker.
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