Base Class: Sorcerer
Your bloodline is filled with creatures from the elemental plane of water. Your innate magic comes from the power of elemental water.
Elemental Ancestor
At 1st level, your connection with the element of water grants you survive in the coldness of the ocean. You can survive in water of any temperature without issue. You learn the ray of frost Cantrip and it doesn't count against the number of Cantrips known. Whenever you make a Charisma check when interacting with beings native to an Elemental Plane, your proficiency bonus is doubled if it applies to the check.
Elemental Resilience
As magic flows through your body, it causes your spells of your Planar ancestors to change and become stronger and strengthen your defences.
At 1st level, you can re-rolls 1's on the cold damage spells, you must use this new roll even if it is a 1.
Additionally, when you cast a spell of 1st level or higher with cold damage type your defence is temporarily strengthened granting you a bonus to AC and Saving Throws equal to your proficiency bonus until the start of your next turn.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell.
Also, you gain resistance to cold damage and your spells that deals cold damage ignore damage resistance.
As a Bonus Action you can spend 3 sorcerer points to create a whip out of the water around you, once created this weapon is treated a normal physical object even though it still deals elemental damage. The weapons deal 2d6 cold damage at 6th level and an additional 1d6 at levels 14 and 18. You are considered proficient with the weapon and use your Charisma for the attack and damage bonus.
Stormy Waters
At 14th level, you can call crashing waters around you as a reaction when you are hit by a melee attack, to deal bludgeoning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Elemental Soul
At 18th level, you gain immunity to cold and acid damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell.
Also, you gain resistance to cold damage and your spells that deals cold damage ignore damage resistance.
As a Bonus Action you can spend 3 sorcerer points to create a whip out of the water around you, once created this weapon is treated a normal physical object even though it still deals elemental damage. The weapons deal 2d6 cold damage at 6th level and an additional 1d6 at levels 14 and 18. You are considered proficient with the weapon and use your Charisma for the attack and damage bonus.
Stormy Waters
At 14th level, you can call crashing waters around you as a reaction when you are hit by a melee attack, to deal bludgeoning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Elemental Soul
At 18th level, you gain immunity to cold and acid damage.
You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Elemental Ancestor
At 1st level, your connection with the element of water grants you survive in the coldness of the ocean. You can survive in water of any temperature without issue. You learn the ray of frost Cantrip and it doesn't count against the number of Cantrips known. Whenever you make a Charisma check when interacting with beings native to an Elemental Plane, your proficiency bonus is doubled if it applies to the check.
Elemental Resilience
As magic flows through your body, it causes your spells of your Planar ancestors to change and become stronger and strengthen your defences.
At 1st level, you can re-rolls 1's on the cold damage spells, you must use this new roll even if it is a 1.
Additionally, when you cast a spell of 1st level or higher with cold damage type your defence is temporarily strengthened granting you a bonus to AC and Saving Throws equal to your proficiency bonus until the start of your next turn.
Previous Versions
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10/31/2020 4:24:35 PM
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10/31/2020 11:14:27 PM
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