Base Class: Sorcerer
The howling winds and pouring rain. The warm and crackling fire. The thunderous impact of lightning. The immovable and solid earth. Your ancestors learned to harness the most basic and fundamental powers of the planes and the space between them. Your power comes from the pure forces of nature, the Elemental beings of raw magic which reside throughout the multiverse. At some point in the past your ancestors made an agreement or had an encounter with a true force of elemental power, and it made an impact on your bloodline. You derive your power from existence itself, and control your parent element particularly well.
Primordial Spellcasting
Starting at 1st level, you have a powerful and innate understanding of how to control elemental damage and the elements around you. You know Absorb Elements, which you can cast at will at its lowest level, and learn the Elemental Bane spell at 7th level. They do not count against the number of spells you know. Additionally, your elemental bloodline's affinity with the natural world allows you to gain access to the Druid spell list. These spells count as Sorcerer spells for you.
| Class Level | Elemental Spells |
|---|---|
|
1st Level |
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7th Level |
Elemental Fortitude
As magic flows through your body, it causes physical traits of your Elemental ancestors to emerge and increase your resilience against elemental attacks. You gain proficiency in Dexterity saving throws.
Additionally, parts of your body are encased in a shimmering elemental form or gain the properties of your parent element. When you aren’t wearing armor, your AC equals 10 + your Constitution modifier + Dexterity modifier.
Elemental Ancestry
At 1st level, the powers of your Elemental Ancestor begin to physically manifest. These manifestations vary depending on the type of Elemental that granted power to your bloodline. Choose an Elemental from the Elemental Ancestry table. You gain abilities based on the Elemental you choose, and the damage type associated with each Elemental is used by features gained at higher levels in this class.
Elemental Ancestry
| Elemental | Damage Type |
|---|---|
|
Earth |
Bludgeoning, Piercing, Slashing |
|
Air |
Lightning, Thunder |
|
Fire |
Fire |
|
Water |
Cold, Acid |
You can speak, read, and write Primordial. You become proficient in the Nature skill.
Air Elemental
- This ancestry gives you benefits pertaining to Lightning and Thunder damage at later levels.
- You are able to surround yourself with air currents, gaining a flying speed of 30 feet.
- When you select this ancestry option at 1st level, you begin learning spells associated with your elemental type. You learn 1 cantrip and a 1st level spell, and additional bonus spells as you gain levels in this class. These spells do not count against the number of spells you know.
| Class Level | Ancestry Spells |
|---|---|
|
1st Level |
|
|
5th Level |
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9th Level |
|
|
11th Level |
Earth Elemental
- This ancestry gives you benefits pertaining to Bludgeoning, Piercing, and Slashing Damage at later levels.
- You are able to burrow through soil and stone with ease without displacing it, gaining a Burrow speed of 20 feet.
- When you select this ancestry option at 1st level, you begin learning spells associated with your elemental type. You learn 1 cantrip and a 1st level spell, and additional bonus spells as you gain levels in this class. These spells do not count against the number of spells you know.
| Class Level | Ancestry Spells |
|---|---|
|
1st Level |
|
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5th Level |
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|
9th Level |
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11th Level |
Fire Elemental
- This ancestry gives you benefits pertaining to Fire damage at later levels.
- As a bonus action you can create sparks or start fires by touching a flammable object, including an object that is worn or carried. You can use a free action to extinguish nonmagical flames within 10 feet of you if they fit within a 10 foot cube.
- When you select this ancestry option at 1st level, you begin learning spells associated with your elemental type. You learn 1 cantrip and a 1st level spell, and additional bonus spells as you gain levels in this class. These spells do not count against the number of spells you know.
| Class Level | Ancestry Spells |
|---|---|
|
1st Level |
|
|
5th Level |
|
|
9th Level |
|
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11th Level |
Water Elemental
- This ancestry gives you benefits pertaining to Cold and Acid damage at later levels.
- You gain a swimming speed of 20 feet, and can hold your breath for twice the normal duration (this bonus stacks with racial or class abilities that increase breath-holding duration).
- When you select this ancestry option at 1st level, you begin learning spells associated with your elemental type. You learn 1 cantrip and a 1st level spell, and additional bonus spells as you gain levels in this class. These spells do not count against the number of spells you know.
| Class Level | Ancestry Spells |
|---|---|
|
1st Level |
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5th Level |
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9th Level |
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|
11th Level |
Ancestral Affinity
Starting at 6th level, whenever you cast a spell that deals damage of a type associated with your Elemental Ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. You can only have one type of damage resistance at a time if your element is associated with multiple types.
Etherial Movement
At 14th level you gain the ability to move freely through the world like an elemental force of nature, your body melding with your surroundings for 1 minute as a bonus action. You can use this ability a number of times equal to your Constitution modifier per long rest. While this ability is active, you can move through solid objects as though they were difficult terrain. The ability ends if you lose concentration, the duration expires, or you dismiss it as a bonus action. If you end the ability while inside an object, you are shunted out to the nearest unoccupied space and take 1d10 force damage for each 5 feet moved.
You can’t manifest Etherial Movement while wearing armor.
Ancestral Might
Beginning at 18th level, you can spend 10 sorcery points as an action to channel your parent element into the physical world and become a conduit to an elemental plane. This change lasts for 10 minutes or until you dismiss it as an action.
- As a part of activating your Ancestral Might feature, you cast the Investiture spell granted by your Elemental Ancestry without expending a spell slot. It does not require concentration while this feature is active.
- You can use an action to perform a multiattack, channeling your element through your fists to perform two slam attacks against an opponent. These attacks deal a damage type associated with your Elemental Ancestor, and you can use your Charisma ability modifier for the attack rolls. They deal 2d8 + your Charisma modifier in damage.
- You can spend sorcery points to cast spells associated with your parent element. You can spend sorcery points equal to the spells level to cast a spell granted by your Elemental Ancestry feature.
- While this ability is active, you can cast Conjure Elemental once without consuming a spell slot . The elemental that you summon must be of the type associated with your Elemental Ancestry feature.
Previous Versions
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