Sorcerer
Base Class: Sorcerer

Generally mortals born to this bloodline are either genasi or other plane born races such as the aarakocra, however there are cases of other races becoming apart of this sorcerer subclass. Some creatures are not born to an element but may of had a close incounter with one of the planes magic, for example, an orc being temporary banished to the water plane and nearly drowning may develop this particular skill set.

creatures of this bloodline will take on their natural element and master it becoming like the elementals that reside in the planes. because of this most creatures born to this class develop an obsession with their element in some way, a fire elemental sorcerer may enjoy watching things burn like an arsonist or simply hate the cold constantly seeking warmth. a wind sorcerer may loath going underground while a earth sorcerer may feel at home. adding to the unique character of an elemental soul sorcerer.

Elemental Gifts

You take on some physical changes based on you element such as, growing scales in particular places or a general breeze constantly flows around you. 

With these changes comes natural gifts based on your element.

 

 

 

Air

you gain resistance to thunder and lightning damage and you gain the benefits of feather fall at all times unless incapacitated or being weighted down in some way or form (DM’s discretion).

Earth

you gain stone skin granting an unarmored AC of 13 + DEX or CON (which ever is higher).

Fire

you gain resistance to fire damage and you may reroll  1s that you rolling for attack or damage for fire based spells. You must take the rerolled dice and cannot reroll again.

Water

you gains resistance to cold damage. You can breath underwater if you can’t already and you gain a swimming speed of 30ft, if you already have a swimming speed double it.

Planar bound

You can survive in you chosen elemental plane’s environment without taking forms of damage and are able to move freely like other inhabitants of the planes. Additionally you can speak the language of your plane, example, air plane = auran.

Overcharge

you can now use your element to its fullest destructive potential. after reaching level six, when casting a spell associated with your element and it can be casted at higher levels (fire sorcerer - burning hands, earth sorcerer- erupting earth), you roll damage as if you had cast it at one level higher then you actually did. example casting burning hands at 1st level does 3d6's normally but for a fire sorcerer it does 4d6's. damage rolls cannot exceed 9th level spell slot potential.

Additionally you can choose to expend 4 sorcerers points to make a spell associated with your spell do full damage without rolling. you must choose to do this before you have rolled to hit the target or before targets have rolled their saving throws against it  

air associated spells - lightening and thunder spells as well as any spell that manipulates the air.

fire associated spells - spells that do any form of fire damage

water associated spells - cold spells and any spell that manipulates water

earth associated spells - any spell that manipulated earth and minerals found in earth in any way 

True Embodyment

your body emits your elemental magic and takes on its form even further. once you have reached level 14 you gain benefits based on your elemental type. your body also begins to change to appear more like your element.

 

 

  

Air

you become immune to thunder and lightening damage and you gain a flying speed of 30ft and if you already have a natural flying speed, it is doubled, this new found flite can be granted by the sprout of bird like wings or the air swirling around you.

Earth

you gain resistance to non magical weapon attacks and difficult terrain no longer effects you as the earth beneath you reshapes to your desire, in addition you are able to move through rock, natural walls and ground freely melding into the earth itself however while you do this you cannot cast spells.

Fire

you become immune to fire damage and your flames are so powerful they bypass resistances dealing full damage to those who have resistance and half damage to those who are immune to fire damage.

Water

you become immune to cold damage additionally as an action you may transmute your body into water, while in this state you cannot attack or cast spells however you become immune to all damage accept lightening damage and are able to end your turn in another creatures space. As a body of water you are able to pass through small spaces that you wouldn’t be able to otherwise, it takes an action to turn back into a solid form and you automatically turn back if you are knocked to 0 hit points.

Elemental Master

starting at level 18 you may as an action expend 10 sorcery points once per day to unleash your element in up to a 50ft radius and to as little as a 10ft radius. your element for 1 minute or until you dismiss it begins to swirl around uncontrollably, having a specific effect depending on the element. the area of effect is centered at you and when you move so does the effected area leaving remnants of its element behind. 

 

Air

gale winds close to a hurricane begins to engulf the effected area. you may select which creatures are effected, those you are cannot make ranged attacks as the wind immediately disperses it, creatures also move at half speed and as a bonus action on your turn you may cause a large gust of wind in the area that has a straight line effect from you. creature must succeed a STR saving throw or be nocked back 30ft and prone.

Earth

the floor becomes rocky and making it hard for anyone to walk on and large stones begin to float in the effected area. All creatures accept you move a half speed due to difficult terrain, the floating stones work as a defense mechanism for you so all creatures have disadvantage when attacking you. Finally you may as a bonus action shoot up to three of the floating stones at targets, either all at one or one stone to three different target. you make a spell attack roll for each dealing 2d8 magical bludgeoning damage each. the stones in the area regenerate, so while the area of effect is active there will always be floating stones.

Fire

the effected area become enveloped in flames dealing 3d6 fire damage to those who start their turn in the area or who enter it, you remain unaffected. a fire elemental emerges from the flames as your guardian, it cannot leave the effected area and its primary function is to protect you. as a bonus action on your turn you may instruct the fire elemental to perform a specific task and it obeys to the best of it’s abilities on its turn.

Water

Water begins to fill the effected area functioning as a powerful whirlpool. the water rises 5ft so creatures below that size must swim. creatures you choose in the area must make a STR saving throw at the start of each of their turns or be nocked back 10ft around the area by currents, this allows for opportunity strikes if creatures were near each other, creatures that are swimming and do not have a swimming speed make the save with disadvantage. as a bonus action on your turn you make a small wave that runs in a straight line and can be up to 10ft wide. creatures must make a STR saving throw like they do at the start of their turn, on a fail they take 4d6 force damage and are nocked 10ft back and prone. those who succeed only take half damage and do not move.

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