Base Class: Sorcerer
A sorcerer that is dubbed an elemental avatar is one that has suffused with the very essence of a specific magical element, whether intentional or not. The element courses through their veins and body, through their mind and soul. It becomes a part of their identity and they become its master.
Elemental Embodiment
At 1st level, Choose a type of arcane element which your magic is linked with. The available elements are listed below.
- Fire
- Acid
- Cold
- Lightning
- Thunder
- Poison
With the arcane embodiment of your element coursing through your body you are able to use your magic to blast it out of you to damage attackers. You always have Hellish Rebuke prepared but its damage type is that of the element you embody, this does not count against the number of spells you know.
Acid
At 1st level, choose a type of arcane element which your magic is linked with. The element is used by features you gain later.
Cold
At 1st level, choose a type of arcane element which your magic is linked with. The element is used by features you gain later.
Fire
At 1st level, choose a type of arcane element which your magic is linked with. The element is used by features you gain later.
Lightning
At 1st level, choose a type of arcane element which your magic is linked with. The element is used by features you gain later.
Poison
At 1st level, choose a type of arcane element which your magic is linked with. The element is used by features you gain later.
Thunder
At 1st level, choose a type of arcane element which your magic is linked with. The element is used by features you gain later.
Potency
At 1st level, you gain an affinity for manifesting bursts of power with your element. When you cast a damaging spell of your element that requires an attack roll, your spell will score a critical hit on a roll of 19 or 20. In addition if a creature scores a natural 1 on their saving throw to resist a damaging spell you cast, of your element, they will take additional damage equal to your proficiency bonus.
Bonded Element
Starting at 6th level, you gain resistance to your elemental embodiment.
Acid
You gain resistance to acid.
Cold
You gain resistance to cold.
Fire
You gain resistance to fire.
Lightning
You gain resistance to lightning.
Poison
You gain resistance to poison.
Thunder
You gain resistance to thunder.
Embodyments Aura
At 6th level, you learn how to expand the elemental maelstrom within you out of your body to create a cloud of roiling magic energy around you. As a bonus action you can activate your aura for 1 or more sorcery points, it will last for 1 minute or until you fall unconscious. The aura extends 5 feet out from you for each sorcery point spent to activate it and will deal 1d4 damage of your elemental embodiment to all creatures who start their turn in it or enter the aura on their turn. The aura will have an additional effect based on your element detailed below, the additional effects save DC is your spell save DC. You can designate a number of creatures equal to your charisma modifier that you can see to be immune to the damage and additional effect.
Acid
Objects susceptible to acid damage not being worn or carried will begin to dissolve. Creatures damaged by the aura must make a dexterity save or have their armor class reduced by your proficiency bonus until the start of their next turn.
Cold
Creatures damaged by the aura have their movement speed reduced by 10 feet until the start of their next round, and must make a constitution save or be afflicted with disadvantage on their next attack before the start of its next turn.
Fire
Flammable objects not being worn or carried will ignite in the aura. Creatures damaged by the aura must make a dexterity save or start to smolder and smoke, taking an additional 1d4 damage until extinguished.
Lightning
Creatures damaged by the aura must make a constitution saving throw or be unable to take rations until the start of their next turn. While in the aura a creature wearing or holding metal has disadvantage on saves to resist your lightning spells and you have advantage to hit them with lightning spells.
Poison
Creatures damaged by the aura must make a constitution saving throw or become poisoned until the end of their turn. If a creature in the aura is immune to both poison damage and the poisoned condition the toxic mists that make up your aura will attempt to blind it, the creature will have disadvantage on all attack rolls that target you.
Thunder
Creatures damaged by the aura must make a constitution saving throw or be deafened until the end of their turn. A creature that starts their turn in the aura automatically gets pushed 5 feet away from you.
Mastered Element
At level 14, you gain immunity to your element. In addition, spells you cast of your element ignore resistance, and you can spend sorcery points equal to the spells level (1 for cantrips) to cause it to ignore immunity.
Acid
You gain immunity to acid.
Cold
You gain immunity to cold.
Fire
You gain immunity to fire.
Lightning
You gain immunity to lightning.
Poison
You gain immunity to poison.
Thunder
You gain immunity to thunder.
Avatar of One
At 18th level, allies within 30 feet of you gain resistance to your element, as long as you are continuous, if they don't already have it. If you spend 10 or more sorcery points to activate your Embodiments Aura you gain the following benefits:
- You can designate any number of creatures within the area as immune.
- The area of the aura expands out at an exchange of 10 feet per sorcery point instead of 5.
- The damage of the aura increases to 2d4.
- You can ignore the range of a damage dealing spell of your element so long as its range isn’t self and your target is in your aura.
- The duration of the aura increases to 10 minutes.
Previous Versions
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1/10/2022 6:02:52 PM
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