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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