Base Class: Sorcerer
This sub-class is an alternative for those wishing to have affinity to a specific element without claiming a lineage from a dragon. Your magic comes from a deep tie to a specific elemental plane of magic, due to ancestry with an elemental being, specialized training, or even pact-like rituals and other exceptional circumstances. Some of these sorcery types are more common than others.
Note: This sub-class isn't designed to provide new rules or abilities, but rather offers a new flavor to the existing subclass. Substitutions are presented here with the Elemental Bond feature to accommodate the flavor of this subclass. The Dragon Ancestor feature of the original Draconic Bloodline sub-class offers a different bonus language proficiency and applies the doubled charisma bonus to a different racial type.
Altered Mechanics
Choose whether to use the altered mechanics or use the Draconic Bloodline's mechanics or altered mechanics presented with the Elemental Bond feature.
Elemental Mechanics
The features you obtain from this class exactly are as they are presented.
Original Dragon Mechanics (DM's Discretion)
When you learn the Elemental Bond feature, your bonus language is Draconic instead of Primordial. Additionally, your added benefit to Charisma checks applies only to interactions with dragons, in place of elementals.
Elemental Bond
At 1st level, you choose one elemental plane that you have a strong affinity with. The damage type associated with each elemental plane is used by features you gain later.
Elemental Affinity
|
Inner (Elemental) Plane |
DAMAGE TYPE |
|---|---|
|
Fire |
Fire |
|
Water |
Cold |
|
Earth |
Acid |
|
Air |
Lightning |
You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.
Note: This class is a re-flavor of the Sorcerer's Draconic Bloodline. With the original class feature Dragon Ancestor, your additional proficiency is with the Draconic language and the charisma ability check bonus bestowed by this feature applied to interactions with dragons. If your DM prefers not to allow mechanic alterations in their game, you instead gain proficiency with the Draconic language and your charisma bonus applies to dragons rather than elementals.
Air
You hold a strong tie to the plane of air, and specialize in using magic from that plane in ways others could hardly imagine.
Earth
You hold a strong tie to the plane of earth, and specialize in using magic from that plane in ways others could hardly imagine.
Fire
You hold a strong tie to the plane of fire, and specialize in using magic from that plane in ways others could hardly imagine.
Water
You hold a strong tie to the plane of water, and specialize in using magic from that plane in ways others could hardly imagine.
Elemental Resilience
Your body is intrinsically reinforced and protected by the elemental energies you have learned to continuously manifest subconsciously. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your body may turn to flames, water, stone, electricity, or any other elemental force to allow attacks to pass through you harmlessly or be deflected outright. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Mastery
Starting at 6th level, when you cast a spell that deals damage of the type associated with your elemental affinity, 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.
Elemental Flight
At 14th level, you gain the ability to soar into the sky with the power of elemental magic, gaining a flying speed equal to your current speed. You can begin to create these supernatural forms of movement as a bonus action on your turn. You continue to benefit from this enhanced form of movement until you dismiss this feature as a bonus action on your turn.
It is up to the sorcerer to determine how this flight manifests. A sorcerer with a bond to the plane of fire might used blasts of heat from their hands or feet to lift off the ground, or ride currents of lava that erupt from the ground. Sorcerers with a water bond might turn their body and possessions into a twisting spout of water for a moment while moving about, or be lifted by an erupting geyser. Sorcerers with an air bond might simply fly with the power of a windy updraft, or surround their lower body with a whirling tornado as they glide about. A bond to the plane of earth might allow rocks to jut from under the soles of the sorcerer's feet, sending them flying into the air until they land upon a short-lived plateau that rose up from the ground to set them down.
Sorcerers wearing armor may not use their Elemental Flight feature unless the armor they are wearing is specially designed to withstand the transformative forces of this feature. Additionally, when this feature is used, any clothing worn about the affected areas of the sorcerer's body are damaged unless they are similarly designed to accommodate this raw, transformative power (DM's discretion as to which areas are affected, with respect to the sorcerer's choice of how their elemental flight manifests). For example, a sorcerer using the elemental forces of air to move might have the clothing at the lower half of their body shredded by the wind if it is not made of durable material, or a sorcerer manifesting fiery wings might singe and burn away the back of their tunic if was not designed back-less to allow for the wings.
Elemental Confluence
Beginning at 18th level, you can channel a dazzling confluence of the elemental planes such as boiling acid rain and steam, a maelstrom of fire and debris, a tsunami riddled with lightning, or other otherworldly confluence, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Previous Versions
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2/13/2020 6:39:48 PM
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431
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Posted Feb 13, 2020This version advertises the fact that Elemental Bond offers altered options for the bonus language and the race the charisma bonus applies to. I also added a choice for DM's who do not wish to allow altered mechanics at their table to allow the language and race used for that feature to revert to the same ones presented with the Draconic Bloodline.
Additionally, I have reverted the limitations of the Elemental Flight feature to the same ones presented in the original Draconic Bloodline feature, Dragon Wings (cannot use flight with armor unless the armor is designed to accommodate the class feature). I did this in order to minimalize the mechanic alterations between this and the original Draconic Bloodline sub-class.
I also changed the plane of Wind to the Plane of Air, to conform with the actual D&D plane naming convention. Whoops!