Sorcerer
Base Class: Sorcerer

 This sorcerer is designed to allow diversity in a sorcerers role in a team from just situational damage to more CC and more tank capabilities. 

 

 

Elemental Expertise

Upon taking this origin the sorcerer gains the ability to select an elemental boost per day.                                                                                                                                                                         

Fire: All spells cast will now deal fire/radiant damage (choice per spell cast). Additionally, all non worn non magical items will be lit on fire if the spell hits it.                                                  

Air: all spells now deal force damage. Additionally, all spells will push the target(s) 5 feet back.                                                                                                                                                        

Water: All spells now deal an additional 1d6 cold damage. Additionally, it leaves the target vulnerable to cold damage. (DOES NOT APPLY TO ORIGINAL SPELL CAST)                           

Earth: Sorcerer now may add their constitution modifier to their AC for the day. Additionally, all spells cause difficult terrain in their area of affect/ 5 feet square around the target.

Elemental Diversity

The sorcerer may now take two elemental expertise boosts per day. They may not be the same element. 

 

Elemental Recovery

Upon expending the final spell slot, the sorcerer goes into an element cocoon, It's health is dependant on their Elemental Expertise' for the day.

The cocoon health pool is reliant on the Elemental Expertise chosen for the day. It's armour class is reliant on the sorcerer's armour class. This may be influenced depending on the Elemental Expertise. All movement reliant saving throws are instantly failed.

Fire: The sorcerer is encased within a large plomb of crimson fire. This grants the cocoon 20 hit points and if attacked the opponent will suffer 1d6 fire damage for 1d3 turns. 

Water:  Large bands of water spiral around the cocoon. This grants the cocoon 30 hit points, when attacked opponent's movement decreases to 0 till their next turn.

Air: Very strong air currents force themselves from the cocoon. This grants the cocoon 15 hit points, all non magical ranged attacks are made with disadvantage.                                       

Earth: The caster is encased in a large pillar of stone with glowing runes engraved all along it. This grants the cocoon 40 hit points and a +3 to AC. 

True Attunement

The Sorcerer becomes resistant to all magic damage and immune to Cold, Fire, Thunder & Force damage. 

Elemental True Sight

The sorcerer now innately knows when looking at a combatant what elemental weaknesses/resistances/immunities that the combatant has. If the target of the spell is immune or resistant to the type of damage of the spell cast, the spell's damage type automatically changes into force damage. 

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