Base Class: Sorcerer
The natural elements of Earth, Fire, Wind and Water burst forth from you. You gain your magic from these basic elements and can use them to gain new adaptations, deal damage and help your allies.
Elemental Gift
The elemental powers within your soul give you basic control of the base elements of the world. You learn the Mold Earth, Control Flames, Gust, and Shape Water cantrips. These do not count against the number of cantrips that you know. You can speak, read and write Primordial and understand it’s dialects.
Elemental Body
When you pick this sorcerous origin, you choose one element that your sorcerous spark focuses on. You gain the features listed for this element. When you finish a short or long rest, if you spent at least 30 minutes attuning yourself to the natural elements you can switch elements changing out the features.
- Earth - Rocks cover your body in a fine layer. You gain a burrowing speed of 30 feet. Also, nonmagical natural difficult terrain does not hinder you.
- Fire - As an action, you can summon a corona of fire around you. This fire sheds bright light for 20 feet and dim light for an additional 20 feet. Ending this effect requires no action. Also, when you activate this effect, you can designate a number of friendly creatures within 20 feet of you, up to your charisma modifier. The chosen creatures deal additional fire damage equal to half your sorcerer level, rounded up, on their next attack that requires an attack roll.
- Wind - Wind swirls around you giving you a limited flying speed of 30 feet. You fall if you do not land on a walkable surface at the end of your movement. Also, you have advantage when resisting or breaking free of grapples and/ or being restrained.
- Water - A fine film of moisture covers you granting you a swimming speed of 30 feet. Also, you gain the ability to breath underwater.
Earth
Rocks cover your body in a fine layer. You gain a burrowing speed equal to your walking speed of 30 feet. Also, nonmagical Natural difficult terrain does not hinder you.
Fire
As an action, you can summon a corona of fire around you. This fire sheds bright light for 20 feet and dim light for an additional 20 feet. Ending this effect requires no action. Also, when you activate this effect, you can designate a number of friendly creatures within 20 feet of you, up to your charisma modifier. The chosen creatures deal additional fire damage equal to half your sorcerer level, rounded up, on their next attack that requires an attack roll.
Water
A fine film of moisture covers you granting you a swimming speed of 30 feet. Also, you gain the ability to breath underwater.
Wind
Wind swirls around you giving you a limited flying speed of 30 feet. You fall if you do not land on a walkable surface at the end of your movement. Also, you have advantage when resisting or breaking free of grapples and/ or being restrained.
Elemental Soul
Starting at 6th level, as an action you can spend 4 sorcery points. If you do, you become surrounded by four waves of elemental energy, one of earth, one of fire, one of wind, and one of water. Each of these waves can be expended to gain a desired effect:
- As an action, you can expend the wave of earth. If you do you, stones cover your body granting you temporary hit points equal to your sorcerer level plus your charisma modifier.
- As an action, you can expend the wave of fire. If you do, a line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
- As an action, you can expend the wave of wind. If you do, swirling wind encircles you or a willing ally you can see within 30 feet of you. You or the ally can immediately move up to their movement speed without provoking attacks of opportunity.
- As an action, you can expend the wave of water. If you do, a layer of water surrounds you or an ally you can see within 30 feet of you. You or the chosen ally gains resistance to all damage except psychic, radiant and necrotic damage from the next attack the creature suffers.
Elemental Enhancement
Starting at 14th level, the elements circle your body bolstering your defense and granting you increased mobility. You gain a +4 bonus to your Armor Class and your movement speed increases by 10 feet.
Elemental Mastery
The elements become a part of you and your body becomes part of the elements granting you immunity to fire, thunder, cold and non magical bludgeoning, piercing and slashing damage. Also, when you cast a spell that does Bludgeoning, Fire, Thunder or Cold damage, you ignore any resistance or immunities that creatures have when you deal damage using spells with these damage types.
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