Sorcerer
Base Class: Sorcerer

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Elemental Aptitude

At 1st level, you choose the element you are attuned to. The damage type associated with each element is used by features you gain later.

Elemental Aptitude
Element Damage Type

Fire

Fire

Air

Lightning

Water

Cold

Earth

Acid

Air

At 1st level, you choose your elemental aptitude. Whenever you deal lightning damage to a creature, you gain advantage with attacks which deal lightning damage until the end of your next turn. The damage type associated with each element is used by features you gain later.

Earth

At 1st level, you choose your elemental aptitude. Whenever you deal damage with an acid attack you slow the target until the end of your next turn. The damage type associated with each element is used by features you gain later.

Fire

At 1st level, you choose your elemental aptitude. Whenever you deal fire damage, you can add 1d6 to the damage roll of the attack. The damage type associated with each element is used by features you gain later.

 

Water

At 1st level, you choose your elemental aptitude. Whenever you hit someone with an attack which deals cold damage, you can slide the target creature 5ft. The damage type associated with each element is used by features you gain later.

Elemental Escalation

Whenever you hit with an attack that deals damage of your chosen element, you can add 1d10 to the damage roll. You can use this feature a number of times equal to your proficiency modifier. All uses reset on a short or long rest.

Elemental Inundation

Starting at 6th level, your magic begins to flow from your body like a torrent. You gain resistance to the element of your aptitude. Additionally you gain an extra ability dependant on your chosen element.

Air

You gain resistance to lightning damage. Additionally you gain the ability to cloak yourself in wind and gain a fly speed of 30 for 10 minutes. You can use this a number of times equal to your proficiency modifier per long rest.

Earth

You gain resistance to acid damage. Additionally you gain an ability that grants a burrow speed equal to your movespeed for 10 minutes. While burrowed you have tremorsense in a range of 5 feet. You can use this ability a number of times equal to your proficiency modifier per long rest.

Fire

You gain resistance to fire damage. Additionally, once per long rest, you can surround yourself in a blazing tornado. For 10 minutes you gain a teleport speed equal to your normal speed and you deal damage equal to your proficiency modifier to every creature within 10 feet of your teleport location.

Water

You gain resistance to cold damage. Additionally you gain a swim speed equal to your normal speed.

Elemental Synthesis

At 14th level, you gain immunity to your element of aptitude and you learn the language associated with elementals of that type. 

Additionally, you can use a bonus action to transform into an elemental associated with your chosen element. While transformed you do not lose access to your spellcasting ability. The transformation lasts up to an hour and can be dismissed with a bonus action. Once you use this feature, you cannot do so again until you finish a long rest.

Air Synthesis

You gain immunity to lightning damage and learn to speak read and write Auran.

Earth Synthesis

You gain immunity to acid damage and learn to speak read and write Terran.

Fire Synthesis

You gain immunity to fire damage and learn to speak read and write Ignan.

Water Synthesis

You gain immunity to cold damage and learn to speak read and write Aquan.

Elemental Exaltation

You can spend 4 sorcery points to gain an aura of intense elemental turmoil, the aura lasts until dispelled as a free action. Allies in the aura gain resistance to the damage type associated with your element. All enemies in the aura take 2d4 damage of your elemental type whenever they first enter the aura, and take the damage again if they start or end their turn in it as a torrent of elemental chaos assaults them.

While the aura is active any spells without an element, and spells with your chosen element can target creatures within the aura regardless of the spell's range.

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