Sorcerer
Base Class: Sorcerer

Born into the wreathes of fire, ice, and lightning, the Elemental Bloodline has the elements imbued into their very veins. Having such power might imply you share a bloodline with a powerful djinn, elemental, a chromatic dragon, or even some extraordinary circumstance tied to the elemental planes. Whatever the case, those with the raw elements in their blood are destined to bring destruction to those around them, whether it be for good or for evil.

Elemental Bloodlines are often easy to spot, many leaving fiery destruction in their wake, some having a crackling, thunderous aura surrounding them, and others freezing the ground they walk upon (amongst many other odd phenomena). At your option, you can pick from or roll on the Elemental Bloodline Quirks table to create a quirk for your character.

Elemental Bloodline Quirks
d6 Quirk
1 You are always burning hot to the touch.
2 Your hair is on fire. Constantly.
3 Lightning and thunder crackles harmlessly around you, flaring up when you cast spells.
4 Your eyes look like a hurricane, lightning flashing from within every so often.
5 A thin layer of frost covers the ground behind you as you walk.
6 Your breath always shows in an icy cloud regardless of the temperature.

Elemental Attunement

1st-level Elemental Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Elemental Bloodline table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation spell from the sorcerer, warlock, or wizard spell list. (Please note Dragon's Breath and Summon Elemental are non Basic Rules content and will not show up in dndbeyond character sheets without being manually edited in)

Elemental Spells
Sorcerer Level Spells
1st Fire bolt, absorb elements, burning hands
3rd Dragon's Breath, Scorching Ray
5th Lightning Bolt, Fireball, Sleet Storm
7th elemental bane, Fire Shield
9th cone of cold, summon elemental

Heightened Elements

1st-level Elemental Bloodline feature

Whenever you deal fire, lightning, or cold damage you a target using a spell of first level or higher, you can add your charisma modifier to the damage roll.

Heart of Chaos

6th-level Elemental Bloodline feature

Your attunement to the elements heightens. Whenever you complete a long rest, you can choose to gain resistance to fire, cold, or lightning damage.

Additionally, whenever you deal damage with a spell that deals fire, cold, or lightning damage, you can expend a up to three sorcery points to roll additional damage die equal to the amount of sorcery points spent. When heightening a spell this way, you can change the damage type to either fire, cold, or lightning damage.

Elemental Burst

14th-level Elemental Bloodline feature

You gain the ability to augment your movement with a sudden surge of elemental power. As a bonus action, you can surge forward with arcane power, instantly travelling up to 120 feet in a line in any direction. Any creatures within 5 feet of this line must make a dexterity saving throw, taking 4d10 fire, cold, or lightning damage on a failed save, and half as much on a successful save.

Once you use this bonus action, you can’t use it again until you finish a short rest, unless you spend 4 sorcery points to use it again.

Chaotic Soul

18th-level Elemental Bloodline feature

Whenever you finish a long rest, you can choose to have immunity to fire, cold, or lightning damage on top of the resistance picked from Heart of Chaos.

When you cast a spell that deals fire, cold, or lighting damage, your spells ignore resistances to those damage types. Additionally, when rolling damage on a spell of 5th level or lower that deals fire, cold, or lightning damage you can choose to instead roll max damage. Once you increase a spells damage in this way, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

 

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