Sorcerer
Base Class: Sorcerer

Your innate magic is born from the unstable union of two opposing elements. The force of the elements colliding within you causes magical elemental energy to spill out from you, powering your spells and sorcerous abilities. You most likely did not choose to wield this power - it may have come about through a curse, a failed experiment, being subjected to powerful elemental magic, or a misplaced portal to the Elemental Plane opening within you.
Your Roiling Soul sorcerer might be physically marked by their elements in some way, a result of them overflowing with elemental energy. If your elements are water and air, they may have frostbitten fingertips and ice in their hair, or for fire and earth, their skin could be spotted by burnt patches with glowing cracks. Perhaps they have a large scar running down the middle of their body where the two elements meet and clash within them. It’s your character, be creative!

Elemental Sorcery

When you choose this origin at 1st level, select two elements from the list below. Your chosen elements will add to your known spells at the sorcerer levels shown, as well as affect the abilities this sorcerous origin will grant you at later levels. The spells granted from your elements don’t count against your number of spells known, and if you gain access to a spell that doesn’t appear on the sorcerer spell list, it is nonetheless a sorcerer spell for you.

 

AIR

EARTH

FIRE

WATER

Sorcerer Level

Spells

Spells

Spells

Spells

1st

Gust, Longstrider

Mold Earth, Entangle

Control Flames, Hellish Rebuke

Shape Water, Create or Destroy Water

3rd

Gust of Wind

Maximillian’s Earthen Grasp

Pyrotechnics

Snilloc’s Snowball Swarm

5th

Wind Wall

Meld Into Stone

Fireball

Wall of Water

7th

Storm Sphere

Otiluke’s Resilient Sphere

Fire Shield

Ice Storm

9th

Control Winds

Transmute Rock

Immolation

Maelstrom

 

Additionally, you can speak, read, and write the two Primordial dialects which align with your two chosen elements (Auran for Air, Terran for Earth, Ignan for fire, and Aquan for Water). Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Raging Roil

The volatile energy which shapes you and gives you strength also threatens to tear you apart. Whenever you spend sorcery points to use a Metamagic option or a feature of this sorcerous origin, you take force damage equal to the number of sorcery points spent. This damage cannot be redirected, and ignores resistance and immunity to force damage.

Roiling Surge

Starting at 6th level, you can direct your volatile elemental energy to empower your spells using sorcery points. Your chosen elements grant you two of the following effects:
Air. Whenever you target yourself with a spell, you may spend up to 3 sorcery points to gain 5 feet of flying speed per sorcery point spent. This movement bonus lasts until the spell ends.
Earth. Whenever you cast a spell that requires concentration, you may spend up to 3 sorcery points to gain +1 to your AC for each sorcery point spent. This AC bonus lasts until the spell ends.
Fire. Whenever you cast a spell that requires an attack roll, you may spend up to 3 sorcery points to add +1 to the initial damage roll of that spell for each sorcery point spent.
Water. Whenever a creature makes a saving throw against a spell you cast, you may spend up to 3 sorcery points to add +1 to that spell’s saving throw DC for each sorcery point spent. You may choose to use this effect after the creature rolls for the saving throw, but before the outcome is determined.

Call Forth Chaos

Starting at 14th level, you can cast conjure elemental as a 5th level spell without expending a spell slot or providing material components. If the elemental shares an element with you, you can use your own body as the area it is summoned from as long as the 10 foot cube around you is otherwise unoccupied.
You can use this ability for free once per long rest, and spend 5 sorcery points to use it again.

Elemental Embodiment

When you reach 18th level, the elements which have clashed within you for so long come together in a powerful union of chaotic magic. You can trigger one of the following effects as an action, depending on your chosen elements: 

Air + Earth = Dust. Sand and dust fall from your body and swirl through the air. Enemy creatures that start their turn within 15 feet of you must succeed on a Constitution saving throw or take 4d4 slashing damage and be blinded. On a successful save, they take half damage and are not blinded. Restrained creatures make the saving throw with disadvantage. The blinded effect ends when they leave the area of effect.

Air + Water = Ice. The air around you turns deathly cold. Ice crystals float around you and spread across every surface you touch. Enemy creatures that start their turn within 15 feet of you must succeed on a Constitution saving throw or take 2d6 cold damage and have their movement speed reduced by 10 feet. On a successful save, creatures take half damage and no movement speed reduction. Creatures with resistance to cold damage automatically succeed on the save.While a creature’s movement speed is reduced to zero by this effect, they are considered paralyzed. Creatures regain 10 feet of lost movement speed every turn they spend outside the area of effect. 

Earth + Fire = Magma. Excruciating heat emanates from your body and scours your surroundings. Enemy creatures that start their turn within 15 feet of you must succeed on a Constitution saving throw or take 2d6 fire damage and suffer one level of exhaustion. On a successful save, creatures take half damage and no exhaustion level. Creatures with resistance to fire damage automatically succeed on the save.

Earth + Water = Mud. The ground beneath you wavers and writhes. While you are touching the ground, it is considered difficult terrain for enemy creatures within 15 feet of you. As an action, you can attempt to drag a creature under the mud. The creature’s body must be entirely within the area of effect, and it can make a Constitution saving throw to resist the effect. Creatures with incorporeal movement automatically succeed on the save. While submerged, the creature is suffocating and can only use its action to repeat the saving throw. On a successful save, the creature claws its way out of the ground. Restrained creatures make the initial saving throw with disadvantage.

Fire + Air = Smoke. Thick smoke and ashes billow out from your body. The area in a 15 foot radius around you is considered heavily obscured, but you and your allies can see in the area as if it was unobscured. As an action, you can attempt to choke a target by assaulting them with smoke. The target’s body must be entirely within the area of effect, and it can make a Constitution saving throw to resist the effect. On a failed save, they waste their action doubled over coughing and can’t take bonus actions on that turn. Creatures that don’t need to breathe automatically succeed on the save.

Fire + Water = Steam. Scalding hot steam lashes viciously from your body. Enemy creatures that start their turn within 15 feet of you must succeed on a Constitution saving throw or take 4d4 fire damage and must use their action to move away from you. On a successful save, they take half damage and can use their action as normal.

The effects of this feature last for 1 minute, or end early if you fall unconscious or end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Additionally, now that your elements are no longer opposed, but rather united, you no longer take any damage from the Raging Roil feature when you spend sorcery points on Metamagic options and features of this sorcerous origin.

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