Base Class: Sorcerer
Your ancestors have crossed paths with powerful elementals on many occasions. Over time, your ancestors have acquired abilities of their own, some through pacts, others through ancient rituals. Now these powers are yours as well to use. Be swift like the coursing river, have all the force of a great typhoon, or be as strong as a raging fire.
Elemental Ancestor
At 1st level, you choose one type of elemental as your ancestor. The damage type associated with each elemental is used by features you gain later.
Elemental Ancestry
| Elemental | Damage Type |
|---|---|
|
Water |
Cold |
|
Air |
Lightning |
|
Fire |
Fire |
|
Earth |
Bludgeoning |
You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals or genasi, your proficiency bonus is doubled if it applies to the check.
Air Elemental Ancestry
You're overflowing with energy from the Elemental Plane of Air.
Earth Elemental Ancestry
You're overflowing with energy from the Elemental Plane of Earth.
Fire Elemental Ancestry
You're overflowing with energy from the Elemental Plane of Fire.
Water Elemental Ancestry
You're overflowing with energy from the Elemental Plane of Water.
Elemental Protection
The elements come to your aid whenever you're about to be hit. Be it water slowing down the attack, air pushing you out of the way, or earth shielding you, it is clear you are protected. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your elemental ancestry, you can add your Charisma modifier to one damage roll of that spell.
Additionally, you gain an ability based on your ancestor:
Air Elemental Ancestry
You gain a flying speed equal to your walking speed. Additionally, you don’t set off weight-based traps, unless willing.
Earth Elemental Ancestry
You gain 10ft of tremorsense. Additionally, you gain +1 to your AC if there is earth, sand, or loose stone within 10ft of you.
Fire Elemental Ancestry
You gain a 15ft walking speed bonus. Additionally, when you cast a spell that causes Fire damage, you can reroll any 1s and 2s and must take the new roll.
Water Elemental Ancestry
You gain a swimming speed equal to 30 feet and can breathe underwater.
Natural Attunement
At 14th level, you can cast Conjure Lesser Elementals once per long rest. The elementals summoned by the spell must be of your elemental affinity. You can use languages to determine this. Elementals that know Ignan can be summoned by sorcerers with a Fire Elemental ancestor, Aquan by ones with Water Elemental ancestry, Auran by Air, and Terran by Earth. If an elemental knows two (or more) langauges languages, it is considered of both affinities. For example, a Steam Mephit can be summoned by sorcerers with either Water or Fire Elemental ancestry.
Additionally, you gain an ability depending on your ancestor:
Air Elemental Ancestry
You can cast the Catapult spell with the following bonuses: the object and the target now each take an additional 1d8 bludgeoning damage; the object can now fly up to 120ft; if the object strikes a creature within the first 30ft of its flight, the creature makes the dexterity saving throw at a disadvantage. Additionally, while flying opportunity attacks against you are made at a disadvantage.
Earth Elemental Ancestry
You can cast the Earth Tremor spell with the following bonuses: the spell deals an additional 3d6 + 4 bludgeoning damage; the spell's range is 30ft. You can choose any creatures in the area of the spell to not be affected. Additionally, your tremorsense is now 20ft.
Fire Elemental Ancestry
You can cast the Burning Hands spell with the following bonuses: the spell deals an additional 2d6 fire damage; the spell is cast over a 30ft cone; any creature within the first 10ft of the cone make the Dexterity saving throw at a disadvantage. Additionally, your walking speed bonus is now 25ft.
Water Elemental Ancestry
You can cast the Ice Knife spell with the following bonuses: the spell deals an additional 1d10 piercing damage; the spell's range is 90ft; the shard's explosion extends 10ft. Alternatively, you can cast the spell as written as a bonus action. Additionally, your swimming speed is now at minimum 60ft.
Elemental Awakening
Beginning at 18th level, as an action, you can spend 7 sorcery points to cast any spell from your known spells list that deals damage of the type associated with your ancestry at 7th level for free.
Additionally, once per long rest, you can choose to regain four of your expended spell slots of your choice if you are surrounded by the element associated with your ancestry. To be considered surrounded, you have to:
| Ancestor | Requirement |
|---|---|
|
Water Elemental |
Have access to seawater within 30ft of you. |
|
Air Elemental |
Be outside at an altitude larger than or equal to 200ft. |
|
Fire Elemental |
Be in an area of extreme heat (such as a desert or a volcano) |
|
Earth Elemental |
Be at least 50ft. underground. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/3/2022 8:25:19 AM
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19
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1.0
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1/4/2022 6:50:31 AM
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38
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Coming Soon
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