Sorcerer
Base Class: Sorcerer

Your innate magic comes from the elements themselves, due to your ancestry, whether direct or passed down through many generations. Sorcerers with this origin can often trace their lineage back to a creature straight from the elemental plane. Genasi sorcerers very commonly inherit these powers, but sometimes they're too distanced from their origins to take hold of it.

Elemental Ancestor

At 1st Level, you choose one elemental plane as your ancestor. The damage type(s) associated with each element will be utilized by features you gain later.

Element Associated damage type & saving throw
Fire Fire & INT
Water Cold & WIS
Air Thunder & DEX
Lightning Lightning & CHA
Earth Magical Bludgeoning & STR
Ooze Poison, Acid & CON

 

You can speak, read, and write in Primordial. Additionally, whenever you make a Charisma check when interacting with elementals of your plane, your proficiency bonus is doubled if it applies to the check.

Elemental Resilience

The magic of the elements courses through you, able to conjure around your body in an instant.

The elements have different methods of defending themselves, either bolstering their physical defense or utilizing their talents to trip up the enemies.

When you aren't wearing armor, your AC equals 13 + your DEX modifier.

Additionally, you can make use of your elemental magic to bolster your unique strengths. Once per day, you can use your reaction to gain advantage on a saving throw, based on your element.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage.

At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Elemental Mobility

An elemental has different methods of locomotion, and you've learned to mimic these in a manner befitting your body.

Starting at 14th level, dependant on your element, you learn how to more effectively move around your environment.

Element Method of movement
Fire

You can utilize your fire to shoot jets out of your body. You can choose to shoot these out of any part of your limbs, but they must be symmetrical. You cannot fly by shooting fire through any material that won't burn.

You gain a flying speed equal to your movement plus 10ft of extra movement per turn.

Water

You can control the water around you to swim elegantly through the waves.

You gain a swimming speed equal to your movement plus 15ft of extra movement per turn. In addition, you can use your momentum to jump from the water, going up to twice your normal jump distance.

Air

You can manipulate the wind around you to float through the air. You may take a single willing medium creature with you, or an object no larger than a 5x5 square and weighing no more than 150 lbs.

You gain a flying speed equal to your movement.

Lightning

You can generate a magnetic field around your body with enough strength to either pull yourself towards surfaces, or propel yourself off of them. You can move up vertical surfaces at half speed, and stick to them. Any magnetic objects you are wearing during this will stick to your body, and you must end the magnetism to manipulate them. Carried items do not carry this penalty.

As a bonus action, you may also choose to reverse the magnetic field, launching yourself from whatever surface you currently have solid footing on. This allows you to jump up to a total distance of 30ft vertically or horizontally, in addition to your normal movement. This movement doesn't provoke opportunity attacks. This movement can only be used in one go, and you may not split the movement up in smaller amounts. Any magnetic objects you are wearing during this movement will attempt to move away from you, if not properly strapped in. This is left to DM's discretion.

Earth

You gain a burrowing speed equal to your movement. For every turn past the first that you stay underground, take 1d10 damage due to suffocation. You do not gain tremorsense by nature of this feature, and are effectively blind and deaf while underground due to it. Burrowing allows you to move through sand, earth, mud, or ice. You cannot burrow through solid rock or other similarly tough materials.

Ooze

Your body is able to morph into a slimey substance in chunks, enabling you to move through small spaces.

You can manipulate your body in a way that allows you to squeeze through gaps as small as an inch wide. Your worn and held items morph alongside you to fit through the gap harmlessly. In combat, this is done at half movement speed.

You cannot make your entire body amorphus at the same time, at most achieving multiple limbs at once on the same side.

Primal Power

At 18th level, your elemental power has welled up inside of you with far greater potency than seen in the past. You have attained the skill necessary to control this power, and combine your own strength with that of a pure elemental.

As an action, you can spend 8 sorcery points to transform your physical form, and all carried and worn posessions, into an elemental being. You take on the properties of your chosen element, while keeping your bipedal form. You cannot utilize any of your previously worn or carried objects - but any passive effects through magical equipment remain. You are fully attuned to this element, becoming immune to any damage of that type, and you can breathe within the element with no issue. This transformation lasts for 1 minute.

While transformed, movement granted by 'Elemental Mobility' is doubled, and you gain an additional feature based on your element. After the effect of these features end within the same transformation, on the start of your turn roll 1d6. On a 5 or 6, you are able to make use of the ability again. Otherwise, you cannot use the ability again during the same transformation, and must repeat the roll at the start of each turn while transformed.

Element Associated damage type & saving throw
Fire

As a bonus action, you can conjure a pair of flaming chains, capping off with a morningstar. They last until your transformation ends, or you can choose to dismiss them as a bonus action. You may not cast other spells while these chains are active.

While you wield these chains, as an action you can make one melee spell attack with a reach of 15ft. On a hit, you deal 3d8 Fire Damage to your target. If you take this action, as a bonus action you can make another attack with the chain.

You can instead choose to use an action to make an attempt at restraining one creature of Large size or smaller with one of your chains.

The target must make a strength saving throw against your spell save DC. On a failure, the creature is restrained and takes 3d8 fire damage. At the start of each of the target's turns, it takes 2d8 fire damage. A creature restrained by this spell cannot escape until it uses an action to free itself by making a successful Strength saving throw, or if you lose control of the chains. You can choose to release the creature as a bonus action during your turn.

Water

As an action, you can manipulate the water within the air and freeze it, chilling the targets within.

You choose an area within 150ft to freeze near-solid, causing a 20ft sphere of cold to envelop the location. Any creatures caught within this sphere must make a constitution saving throw versus your spell save DC.

On a failure, a target takes 4d8 cold damage and becomes frigid for as long as they remain within this sphere. On a passed saving throw, they only take half damage and aren't affected by the cold immediately. While frigid, any creature not resistant to cold damage is reduced to half of their current movement speed.

This sphere lasts for the duration of your transformation or can be dismissed as a bonus action. When a creature starts their turn in the sphere, they must make another Constitution saving throw, repeating the same effects as when initially cast.

Air

You can use an action to bend the air to your will, with devastating force.

You can target in any direction a line 20ft Wide and 50ft long. Any creature within the area of effect must make a Dexterity saving throw, against your spell save DC. On a failure, each creature in the area takes 6d8 thunder damage and is pushed back to the edge of the spell's area of effect, opposite your direction. On a success, a target creature takes only half damage, and resists being pushed back.

This area becomes turbulent, and any creature starting their turn within its area of effect must make a Dexterity saving throw. On a failure, the target takes 3d8 Thunder damage and is pushed back towards the closest edge of the area of effect. On a success, the creature takes half damage and holds its ground.

This effect causes an audible boom on first cast, able to be heard from a mile away. The effect lasts for the duration of your transformation or can be dismissed as a bonus action.

Lightning

You become more attuned with the air around you, bonding electricity to seemingly nothing.

As an action, a 10ft sphere around your body becomes electrified, remaining for the duration of your transformation, or dismissable as an action. Any creatures within this sphere other than yourself must make a dexterity saving throw versus your spell save DC. On a failed save, a creature takes 3d8 Lightning damage and is stunned until the end of their next turn. Any creature who starts their turn in this field must make the same saving throw, repeating the effects.

As part of this action, and as an action during any turn this sphere is active, you can send electricity forward from your body. Any creature in a 60ft cone must make a dexterity saving throw, against your spell save DC. A creature takes 5d8 Lightning damage on a failed save, or half as much damage on a successful one.

Earth

Become immune to non-magical piercing, slashing & bludgeoning damage, and resistance to magical forms of these damage types.

As an action, you can shatter and reforge the ground beneath you, allowing you to manipulate rock, stone and earth within a radius of 60ft around you.

You can use this to form walls, dig holes, and create structures anywhere within this radius, no taller or deeper than 20ft. You can seal off creatures, but you cannot crush them or fill in a 5x5 area containing a creature.

These structures last until your transformation ends, or you use the feature again within the same transformation.

Ooze

Become immune to poison and disease during the duration of your transformation. You cannot be affected by these while transformed, but any poison or disease that was previously affecting you will continue to do so once your transformation ends.

Your current state allows you access to creating deadly poisons and acids with ease.

As an action, you can spread poison in a 20ft radius anywhere within 100ft of you. Any creatures within this area must make a constitution saving throw versus your spell save DC. On a failed saving throw, creatures take 6d8 Poison damage and become poisoned. On a success, nothing happens. A creature starting their turn in the area must repeat the saving throw. A creature poisoned in this way makes another constitution saving throw at the end its turn, ending the effect on a success. Otherwise, the poison lasts for 1 minute

If you are in possession of any poisons in a container you can open before transforming, you can choose a poison to also trigger on a failed saving throw in addition to the rest of the ability's effects.

Alternatively, you can use an action to spit out a 40ft cone of acid from your body. Creatures within the area must roll a dexterity saving throw versus your spell DC. On a failed save, creatures take 6d8 Acid damage, or half on a successful save. Any creature that starts their turn on this spot must roll a constitution saving throw, or be subjected to 2d8 Acid damage and 2d8 poison damage due to noxious gas which rises from the pool.

You may only have one of these effects active at any given time during your transformation. They last either until your transformation ends, or can be ended early as a bonus action. Both actions share a recharge timer.

 

Comments

Posts Quoted:
Reply
Clear All Quotes