Base Class: Sorcerer
The strength of the elements courses through the blood in your veins. Whether you were touched by an elemental before birth, or the contorted weave of a magical storm or hearth leapt into your soul upon its creation, you find that the element that marks your birth calls out in askance of your command. This absolute strength of nature augments your physical abilities, all culminating together to create the formidable being that is you.
Strength of the Elements
At 1st level, you choose the element that imbues your soul with its power. The damage type associated alters the ways your spells deal damage, as described below.
- Storm - Lightning
- Flame - Fire
- Soil - Acid
- Flurry - Cold
Whenever you cast either a cantrip or spell that would deal damage associated with an elemental damage (Lighting, Thunder, Fire, Acid, or Cold.), that spell, instead, deals the damage type associated with the damage type of your chosen element. If the spell would already deal the damage type associated with your chosen element, and it would only target a single creature, you may add your charisma modifier to the damage of the spell. Additionally, this feature grants you proficiency with a single martial melee weapon of your choice, as well as light armor.
Flame
Your chosen element is Fire.
Flurry
Your chosen element is Cold.
Soil
Your chosen element is Acid.
Storm
Your chosen element is Lightning.
Elemental Duel
Once you choose this Sorcerous Origin at 1st level, you gain the ability to augment your martial prowess by way of the elements, provided you aren't wearing medium armor, heavy armor, or a shield.
You use a bonus action to start an Elemental Duel, which lasts for 1 minute. It ends early if you are incapacitated, or if you don medium or heavy armor or a shield. You can also dismiss the Elemental Duel at any time you choose. (No action required)
While Elemental Duel is active, you gain the following benefits:
- You gain a temporary HP bonus equal to twice your Charisma modifier.
- You gain an AC bonus equal to you Charisma modifier.
- If you cast a ranged or touch spell that would only target a single creature that isn't self, you may instead make a weapon attack as a part of casting that spell. On a hit, this attack deals normal spell damage, along with the damage of the melee attack. If this attack would deal a damage type other than bludgeoning, piercing, or slashing, it instead deals the damage type associated with your chosen element. Any extra effects the spell would cause still apply.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
War Magic
Beginning at 6th level, when you use your action to cast a spell or cantrip, you can use your bonus action to make a weapon attack.
Elemental Shield
Starting at 14th level, you can shield yourself from damage using the power of the elements. As a bonus action on your turn, you can spend up to ten sorcery points. For each sorcery point expended this way, you gain +1 to your AC until the end of your next turn. If you spend five or more sorcery points in this way on a single turn, you gain advantage on Dexterity saving throws and grapple checks.
Bearer of the Weave
At 18th level, you master the element under which you were born. While under the effects of Elemental Duel, you gain the following benefits:
- You have resistance to all damage.
- If you make a melee spell attack as defined in Elemental Duel, your attacks count as critical hits on an 18-20.
- When you miss a spell attack on a creature, you can spend five sorcery points to cause the attack to hit at the minimum amount possible.
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