Your innate magic comes from the power of one specific elemental force. Most with this power can trace their magic back to having survived a near-death experience with a single, unexpected, surge of raw elemental energies which ruptured momentarily from the Elemental Plane into the Prime Material Plane. Since this event occurred, the magic of this specific elemental energy has permeated your being and shaped the very nature of your spellcasting.
Elemental Affinity
At 1st level, you choose one type of primary elemental force which your magic is associated with and which will shape the form of the other features you gain at higher levels.
Element
Damage Type
Opposed Type
Condition
Air
lightning
acid
Stunned
Earth
acid
lightning
AC -1 (worn armor, permanent, cumulative)
Fire
fire
cold
Blinded
Water
cold
fire
Speed reduced to 10 feet
Culturally, sorcerers of this type are often referred to as a specific type of magic user: Aeromancer (air), Geomancer (earth), Pyromancer (fire) or Hydromancer (water).
Your body literally shimmers with elemental energies which constantly ripple along your skin. This shimmering grows in intensity with increases to your sorcerer level. Others can spot these shimmers with a successful Perception [Wisdom] check vs (DC 25 - sorcerer level).
Elemental Attunement
At 1st level, all your spellcasting is fundamentally shaped by the element for which you have an Affinity with. Any spell which inflicts damage of types of acid, cold, fire or lightning will now only inflict damage of the type associated with your Affinity.
Elemental Resistance
Starting at 6th level, your body has become more attuned to elemental magic. You gain Resistance to all damage of the type you have Affinity with.
Elemental Immolation
Starting at 14th level, whenever you successfully hit one or more targets with a spell that inflicts damage of your Affinity type, you can choose to spend 1 Sorcery point per target who you want to become enshroud within a torrent of elemental energy which persists until the end of their next turn.
While enshroud, the target has disadvantage on all attack rolls and ability checks, and they are afflicted by the Affinity Condition. Additionally, any creature who touches them, or who they touch, takes 4d6 damage of the Affinity type. When the shroud expires, the target takes an additional 4d6 damage of the Affinity type.
Elemental Harmony
Starting at 18th level, your body has become fully attuned to elemental magic. You gain Immunity to all damage of the type you have Affinity with, however, you also become Vulnerable to all damage of the Affinity Opposed Type. Additionally, if you spend 3 Sorcery points, for 1 minute any damage of the Affinity type which you would have sustained will instead heal you by the same amount of hit points (not to exceed your maximum).
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Sorcerer: Elemental Touched
Your innate magic comes from the power of one specific elemental force. Most with this power can trace their magic back to having survived a near-death experience with a single, unexpected, surge of raw elemental energies which ruptured momentarily from the Elemental Plane into the Prime Material Plane. Since this event occurred, the magic of this specific elemental energy has permeated your being and shaped the very nature of your spellcasting.
Elemental Affinity
At 1st level, you choose one type of primary elemental force which your magic is associated with and which will shape the form of the other features you gain at higher levels.
Culturally, sorcerers of this type are often referred to as a specific type of magic user: Aeromancer (air), Geomancer (earth), Pyromancer (fire) or Hydromancer (water).
Your body literally shimmers with elemental energies which constantly ripple along your skin. This shimmering grows in intensity with increases to your sorcerer level. Others can spot these shimmers with a successful Perception [Wisdom] check vs (DC 25 - sorcerer level).
Elemental Attunement
At 1st level, all your spellcasting is fundamentally shaped by the element for which you have an Affinity with. Any spell which inflicts damage of types of acid, cold, fire or lightning will now only inflict damage of the type associated with your Affinity.
Elemental Resistance
Starting at 6th level, your body has become more attuned to elemental magic. You gain Resistance to all damage of the type you have Affinity with.
Elemental Immolation
Starting at 14th level, whenever you successfully hit one or more targets with a spell that inflicts damage of your Affinity type, you can choose to spend 1 Sorcery point per target who you want to become enshroud within a torrent of elemental energy which persists until the end of their next turn.
While enshroud, the target has disadvantage on all attack rolls and ability checks, and they are afflicted by the Affinity Condition. Additionally, any creature who touches them, or who they touch, takes 4d6 damage of the Affinity type. When the shroud expires, the target takes an additional 4d6 damage of the Affinity type.
Elemental Harmony
Starting at 18th level, your body has become fully attuned to elemental magic. You gain Immunity to all damage of the type you have Affinity with, however, you also become Vulnerable to all damage of the Affinity Opposed Type. Additionally, if you spend 3 Sorcery points, for 1 minute any damage of the Affinity type which you would have sustained will instead heal you by the same amount of hit points (not to exceed your maximum).