Sorcerer
Base Class: Sorcerer

Your innate magic comes from an ancient race known as the Magi who developed a link between their vital essences and the elemental magics of the world.  These people were nearly wiped from existence by a great cataclysm, but their remnants intermarried with the general population, leaving their gift to only occasionally manifest itself within their descendants.

Elemental Affinity

You have an innate affinity for one magical element.  Choose from Fire, Lightning, Water, Wind, Earth, Light, Shadow, or Energy.  Elemental affinities are most commonly informed by the personality of the creature, but this is not always the case.  Upon choosing an element, you gain 1 cantrip and 1 first level spell from the list available to that element.  At 6th level, 14th level, and 16th level you can choose another spell of a level you have spell slots for from the list of your selected element.  These spells become sorcerer spells for you, but do not count towards your number of cantrips or spells known.  The first level spell you choose at first level can be cast once using this feature without expending spell slots.  You regain the use of this feature after completing a short or long rest.

Earth

Bludgeoning Damage Type

Cantrip:  Magic Stone, Mold Earth

1st:  Earth Tremor, Shield

2nd:  Barkskin

3rd:  Meld Into Stone

4th:  Stone Shape, Stoneskin

5th:  Transmute Rock, Wall of Stone

6th:  Flesh to Stone, Investiture of Stone, Move Earth

8th:  Earthquake

Personality:  Stalwart and Stubborn

Alignment:  Lawful

Energy

Force Damage Type

Cantrip:  Eldritch Blast, Sword Burst

1st:  Mage Armor, Magic Missile

2nd:  Spiritual Weapon

3rd:  Counterspell, Protection From Energy

4th:  Otiluke's Resilient Sphere

5th:  Banishing Smite, Wall of Force

6th:  Disintegrate

7th:  Forcecage, Mordenkainen's Sword

Personality:  Balanced and Self-Assured

Alignment:  Neutral

Fire

Fire Damage Type

Cantrip:  Firebolt, Create Bonfire, Produce Flames, Green-Flame Blade

1st:  Burning Hands, Hellish Rebuke, Searing Smite

2nd:  Flame Blade, Flaming Sphere, Heat Metal, Scorching Ray

3rd:  Fireball

4th:  Fire Shield, Wall of Fire

5th:  Flame Strike

6th:  Investiture of Flame

7th:  Delayed Blast Fireball, Fire Storm

Personality:  Aggressive and Passionate

Alignment:  Chaotic

Light

Radiant Damage Type

Cantrip:  Light, Sacred Flame, Word of Radiance

1st:  Divine Favor, Faerie Fire, Guiding Bolt

2nd:  Branding Smite, Mirror Image, Moonbeam

3rd:  Blinding Smite, Daylight

4th:  Sickening Radiance

5th:  Circle of Power, Dawn, Flame Strike, Holy Weapon, Wall of Light

6th:  Forbiddance, Sunbeam

7th:  Crown of Stars

8th:  Holy Aura, Sunburst

Personality:  Controlled and Calculating

Alignment:  Lawful

Lightning

Cantrip:  Shocking Grasp, Lightning Lure

1st:  Witchbolt

2nd:  Hold Person

3rd:  Call Lightning, Lightning Bolt

4th:  Storm Sphere

5th:  Hold Monster

6th:  Chain Lightning

8th:  Power Word Stun

Personality:  Direct and Efficient

Alignment:  Lawful

Shadow

Necrotic Damage Type

Cantrip:  Toll the Dead, Chill Touch

1st:  Arms of Hadar, Inflict Wounds

2nd:  Darkness, Ray of Enfeeblement

3rd:  Vampiric Touch

4th:  Blight, Shadow of Moil

5th:  Enervation, Negative Energy Flood

6th:  Circle of Death

7th:  Finger of Death

8th:  Maddening Darkness

Personality:  Asocial and Empathetic

Alignment:  Chaotic

Water

Cold Damage Type

Cantrip:  Ray of Frost, Shape Water, Frostbite

1st:  Create or Destroy Water, Fog Cloud, Ice Knife

2nd:  Skywrite

3rd:  Sleet Storm, Tidal Wave

4th:  Control Water, Ice Storm

5th:  Cone of Cold, Maelstrom

6th:  Otiluke's Freezing Sphere, Investiture of Ice, Wall of Ice

8th:  Tsunami

Personality:  Adaptable and Resilient

Alignment:  None

Wind

Thunder Damage Type

Cantrip:  Gust, Booming Blade, Thunderclap

1st:  Feather Fall, Jump, Longstrider, Thunderous Smite, Thunderwave, Zephyr Strike

2nd:  Blur, Gust of Wind, Levitate, Shatter

3rd:  Fly, Thunder Step, Wind Wall

4th:  Storm Sphere

5th:  Steel Wind Strike

6th:  Investiture of Wind

7th:  Whirlwind

Personality:  Free-Spirited and Boisterous

Alignment:  Chaotic

Elemental Infusion

At 6th level, your elemental affinity allows you to infuse yourself with magical power.  You can choose one of the following effects to apply to yourself:

  • When you cast a spell that deals damage of the type associated with your elemental affinity or that is on your elemental affinity list, you can add your charisma modifier to one damage roll of that spell.
  • Once per turn, when you make a weapon attack, you can add damage equal to your charisma modifier to the damage roll.  That damage is of the type associated with your elemental affinity.
  • You gain resistance to the damage type associated with your elemental affinity.

You can exchange your selected effect for another when you complete a short or long rest.  Additionally, as a bonus action, you can spend 1 sorcery point to activate a second of these effects on yourself for 1 hour.

Second Effort

At 14th level, your elemental affinity allows you to greatly empower a poorly cast damaging spell.  When rolling damage dice for a spell dealing the damage type associated with your chosen elemental affinity or for a spell on your elemental affinity list, for every 1 you roll, you may roll one additional damage die and add that to your total.  This feature can only be used once per turn and a total number of times equal to your charisma modifier.  All expended uses recharge after a long rest.

Elemental Aura

By 18th level, you are suffused with enough elemental energy that you can allow it to overflow from you, striking at your enemies.  As a bonus action, you can release the flow of elemental energy and activate an aura based on your chosen elemental affinity.  You can also use a bonus action to suppress your elemental energy and deactivate this aura.

Earth Aura

Your skin gains a rough, gritty texture, and occasionally bits of dust fall from it.  As a bonus action, you can deal bludgeoning damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal bludgeoning damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a strength saving throw.  On a failed save, the creature is knocked prone.

Energy Aura

Your skin gains a faint, pale blue glow.  As a bonus action, you can deal force damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal force damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a dexterity saving throw.  On a failed save, the creature takes additional damage of the same type it dealt to you.  This damage is equal to the damage dealt to you up to a maximum of 5.

Fire Aura

Your skin gains a faint reddish glow and emits a small amount of heat.  As a bonus action, you can deal fire damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a dexterity saving throw.  On a failed save, flames briefly engulf the attacker’s weapon, forcing them to drop it or take 5 points of fire damage.  If the attacker is not using a weapon, they take 5 points of fire damage on a failed save.

Light Aura

Your skin glows brightly, as if under the effect of the Light spell.  As a bonus action, you can deal radiant damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal radiant damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a constitution saving throw.  On a failed save, the creature is blinded until the start of its next turn.

Lightning Aura

Your skin occasionally crackles with electrical energy.  As a bonus action, you can deal lightning damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a constitution saving throw.  On a failed save, the creature is stunned until the start of its next turn.

Shadow Aura

Thin tendrils of darkness flit around your body.  As a bonus action, you can deal necrotic damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal necrotic damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a strength saving throw.  On a failed save, the creature is unable to take reactions until its next turn.

Water Aura

Your skin grows cold to the touch and you emit faint wisps of mist.  As a bonus action, you can deal cold damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal cold damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a constitution saving throw.  On a failed save, the creature’s movement speed is halved until the start of your next turn.

Wind Aura

You are surrounded by a light breeze.  As a bonus action, you can deal thunder damage to a creature within 5 feet of you equal to half of your sorcerer level (rounded down).  Additionally, when you are hit by a melee attack, you can use your reaction to deal thunder damage to the attacker equal to half of your sorcerer level (rounded down), and force the attacker to make a strength saving throw.  On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

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