Base Class: Sorcerer
Your innate magic comes from the elemental planes. Many with this power can trace their magic back to an elemental ancestor, but perhaps you were born under a sign such as a meteorological or astrological event so powerful that folk still tell stories of it, or maybe you were raised under some extreme conditions like in a village built inside the caldera of an inactive volcano. Whatever the case, the magic of the elements permeate your being.
Planer Elementalist Features
Sorcerer Level | Feature |
---|---|
1st | Plane Touched, Call of the Elemental |
6th | Planar Influence, Elemental Attunement |
14th | Plane Shift |
18th | Elemental Transformation |
Planar Elementalist Quirk
Planar Elementalist Quirks
d6 | Quirk |
---|---|
1 | Your eyes have the look of spheres of your chosen element; i.e. stone spheres that rotate as you look around, burning orbs that emit gentle light (which may give away your position in the dark), orbs of water as if within glass that swirl when you look around, cloudy spheres that occasionally appear to have flashes of lightning inside of them when you cast spells and lighten or darken with your mood. |
2 | Your cloths express your ties to the elements; i.e. you always appear to be dirty and surrounded by a cloud of dust in the slightest of breeze, you are always warm to the touch and your body emits a subtle heat distortion, your cloths always hang heavy and cling to you as if wet no matter the conditions, your cloths flow as if in a gentle breeze even when there is none unless there is a stronger wind. |
3 | Your blood appears to be something else, not blood anymore; i.e. oil, lava, water, or air (bleeding might be accompanied by a hissing sound as if a tire has sprung a leak). |
4 | Your hair expresses your ties to the elements; i.e. your hair always appears to be oily and dirty and leaves a trail when in the water, your hair is brightly colored and stands sharply up yet is not stiff and still flows in the wind but will dull and fall limp temporarily under water or if you are suffocating, your hair always hangs heavy and clings to whatever it touches as if wet except when actually under water, your hair flows as if in the wind even when there is none. |
5 | You consume exclusively unusual materials instead of food; i.e. mud and oil, wood and alcohol which does not get you drunk (you drink pure alcohol, wine and liqueurs are unsatisfying and beer has so much water that it makes you sick), large grains of salt and water, baking soda and vinegar. |
6 | Your spellcasting focus expresses your choice of element whenever you hold it. |
Plane Touched
Select the elemental plane to which you are connected.
Air
You are connected to the Elemental Plane of Air. You have learned Auran, the dialect of Primordial that is native to this plane.
Earth
You are connected to the Elemental Plane of Earth. You have learned Terran, the dialect of Primordial that is native to this plane.
Fire
You are connected to the Elemental Plane of Fire. You have learned Ignan, the dialect of Primordial that is native to this plane.
Water
You are connected to the Elemental Plane of Water. You have learned Aquan, the dialect of Primordial that is native to this plane.
Call of the Elements
You begin with an additional cantrip related to your chosen element.
Bonus Cantrip by Element
Planar Element | Bonus Cantrip |
---|---|
Earth | Mold Earth |
Fire | Control Flames |
Water | Shape Water |
Air | Gust |
Call of Air
You gain the Gust cantrip.
Call of Earth
You gain the Mold Earth cantrip.
Call of Fire
You gain the Control Flames cantrip.
Call of Water
You gain the Shape Water cantrip.
Elemental Attunement
At level 6 you develop resistances reflective of the elements that make up the plane to which you are connected, and learn an additional cantrip related to that element. If the cantrip is already known then you may choose another.
Planar Element | Resistances | Cantrip |
---|---|---|
Earth | Bludgeoning, Piercing, and Slashing from non-magical attacks | Chill Touch |
Fire | Fire Immunity and Cold Vulnerability | Fire Bolt |
Water | Acid and Ice damage | Acid Splash |
Air | Lighting and Thunder damage | Thunderclap |
Air Attunement
Resistance - Lightning, Resistance - Thunder
Earth Attunement
Resistance - Bludgeoning, Piercing, and Slashing from Nonmagical Weapon
Fire Attunement
Immunity - Fire, Vulnerability - Cold
Water Attunement
Resistance - Cold, Resistance - Acid
Planar Influence
At level 10 you gain an ability necessary to survive on the plane of the element of your choice.
Influence by Element
Planar Element | Planar Influence |
---|---|
Earth | Burrowing at a speed of 20 feet and Tremorsense up to 60 feet |
Fire | Blindsight up to 60 feet |
Water | Water Breathing at will and swimming speed of 60 feet |
Air | Flight at a speed of 60 feet |
Air Influence
Flying speed of 60 feet
Earth Influence
Tremorsense of 60 feet and Burrowing speed of 20 feet.
Fire Influence
Blindsight 60 feet
Water Influence
Swimming speed of 60 feet and the ability to cast Water Breathing on yourself at will.
Plane Shift
At level 14 you gain the ability to cast the spell Plane Shift without the use of a spell slot or material component. You can only use this ability to contact the plane of your chosen element. This ability recharges after a long rest. Also when traveling to that plane you are no longer considered to be an extraplaner entity and elementals from that plane do not default to being hostile towards you.
Elemental Transfomation
At level 18 you can expend spell points to shape shift into an elemental for a period of time based on your planar connection. You can stay in this form for a period of time based on the number of spell points spent. You automatically revert if you fall unconscious unless you are currently on the elemental plane to which you are connected. You also automatically revert if you drop to 0 hit points or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the elemental. If the elemental has the same proficiency as you and the bonus in its stat block is higher than yours, use the elemental’s bonus instead of yours.
- When you transform, you assume the elemental’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can cast spells, and your voice is that of an elemental. Transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them. However, you can’t use any of your special senses, such as darkvision, unless your elemental form also has that sense. You also gain the Damage Vulnerabilities, Resistances, Immunities, and Condition Immunities of the elemental while in this form in addition to any that you already have. If you have a vulnerability and the elemental has a resistance to the same damage type then they cancel out to normal damage, if both are resistances or vulnerabilities then treat them as usual, an immunity and a vulnerability to the same damage type should be treated as a resistance, and an immunity takes priority over a resistance.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Duration by Spell Point Cost
Cost | Duration |
---|---|
7 | 1 Minute |
10 | 1 Hour |
14 | 1 Day |
Air Transfomation
Air Elemental
Earth Transfomation
Earth Elemental
Fire Transfomation
Fire Elemental
Water Transfomation
Water Elemental
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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5/13/2020 9:08:43 PM
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16
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