Sorcerer
Base Class: Sorcerer

The Elemental Spirit draws their power from the magic of the elements. You find yourself tied to one of the elements and may one day find yourself resembling it in every way. Bind yourself to an element and learn its power from the inside out. 

Spirit of the Elements

Starting at lvl1 You notice occasional signs of the element that calls to you. Sprites made of either fire, ice, storm or earth spring forth from your very body and soul. As a bonus action on your turn or any time out of combat you may summon an elemental sprite within 10ft of you of Your chosen element, either fire, ice, earth or lightning at a cost of 1 of 4 charges. This sprite exists until you dismiss it, it's reduced to 0 HP or it strays farther than 100ft from you. It takes its turn on your initiative and carries out any telepathic or verbal command given by you to the best of its abilities. If no order is given, it will prioritize protecting you or itself.

You may only have one of these sprites at any time. These sprites are projections of your will, personality and emotions and may react accordingly if no orders are given. Therefor they are not mindless. They can be reasoned with or convinced of simple ideas, however they will not ever disobey a command from their summoner. As these creatures are simply living projections of yourself you can at any time see through their eyes and hear through their ears and they can understand but not speak any language you can. The do however speak and understand primordial. You regain all 4 charges after a short or long rest.

Gain either the fire sprite, earth sprite, frost sprite or storm sprite creature in your extras as a summon.  

Your sprite has taught you about the elements: Gain primordial as a known language and resistance to your chosen element. 

Earth

When you choose the element of earth you begin to exhibit characteristics of the earth. Some of your skin may be made of stone, grass may grow in your hair while your skeleton is made of granite or perhaps you are constantly dusted with dirt. Gain resistance to non-magical bludgeoning damage and you may now summon earth sprites.

Fire

When you choose the element fire you begin to exhibit characteristics of fire or heat from your body. Flames may permanently light your shoulders, your skin may resemble brimstone in some places or your veins may appear to flow with magma. Gain resistance to fire damage and you may now summon fire sprites. 

 

Frost

When you choose the element of Ice you begin to exhibit characteristics of the cold physically. Your hair may become frosty or your skin might become cold and blue. Gain resistance to cold damage and you can now summon frost sprites. 

Storm

When you choose the storm you begin to exhibit characteristics of lighting in your very body. Electricity might spark between your fingers, or your hair might be constantly statically charged. Gain resistance to lightning damage and you may now summon storm sprites. 

Elemental body and soul

Starting at 6th level the tie between your element in your soul and your very body has grown more powerful and it can now even erupt from your very body.

You gain an Investiture of flame, earth, air or stone feature depending on your element as a spell-like ability that functions much like wild shape which you may use twice per long rest. 

 

 

 

 

 

Spirit of earth

Your bond between the earth and your soul grows inside your body. The earthy characteristics of your body have intensified and now even lash out at those who attack you. Gain the following feature.

Earthen Soul: bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • Rock throw: as an action choose one square of earth or stone within 30 feet that isn’t being worn or carried. Tear a 5lb chunk out of it and send it flying in a straight line up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d8 + Charisma Modifier bludgeoning damage and any medium or smaller creature gets knocked prone. The damage die increases by 1 at levels 11, and 18.

  •  You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space and you are stunned until the end of your next turn.
  • You can stay in this form for 10 minutes. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can’t cast concentration spells, but transforming doesn’t break your concentration on a spell you’ve already cast.

Spirit of Fire

The bond between fire and your soul grows within your body. The fiery characteristics of your body have intensified and now even lash out at those who attack you. Even your sprites grown in power. Gain the following feature. 

Soul of fire: Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30. The flames don’t harm you. Until this ability ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.

  • Create a 5ft aura of fire that ignites any flammable objects in its area. Any creature that enters the aura for the first time on a turn or ends its turn there takes 1d10 fire damage.

  • Line of fire: You can use your action to blast out a line of fire 15ft long and 5ft wide extending from you in a direction you choose, igniting any flammable objects in its area that are not worn or equipped. Each creature in the line must make a Dexterity saving throw. A creature takes 2d10 + your Charisma modifier fire damage on a failed save, or half as much damage on a successful one. The line of fire ignites any flammable objects in its path if they're not equipped or held. The damage die increases by 1 at levels 11, and 18.  

  • You can stay in this form for 10 minutes. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can’t cast concentration spells, but transforming doesn’t break your concentration on a spell you’ve already cast.

Spirit of Frost

Your bond between Ice and your soul grows inside your body. The icy characteristics of your body have intensified and now even lash out at those who attack you. Gain the following feature:

Soul of Ice: ice rimes your body, and you gain the following benefits:

You are immune to cold damage and have resistance to fire damage.

You can move across difficult terrain created by ice or snow without spending extra movement.

The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

Freezing Gust: You can use your action to create a 15ft long, 5ft wide line of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 2d8 + your Charisma modifier cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. The damage die increases by 1 at levels 11, and 18.

-You can stay in this form for 10 minutes). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can’t cast concentration spells, but transforming doesn’t break your concentration on a spell you’ve already cast.

Spirit of Storm

Your bond between the storm and your soul grows inside your body. The electric characteristics of your body have intensified and now even lash out at those who attack you. Gain the following features.

Stormy Soul: Wind whirls around you, and you gain the following benefits until this ability ends:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.

  • You gain a flying speed of 30ft. If you are still flying when you exit this form, you fall, unless you can somehow prevent it.

  • Swirling Winds: You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60ft of you. Each creature in that area must make a Strength saving throw. A creature takes 2d6 + your Charisma modifier bludgeoning damage on a failed save, or half as much damage on a successful one. If a medium or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. The damage die increases by 1 at levels 11, and 18.
  • You can stay in this form for 10 minutes. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can’t cast concentration spells, but transforming doesn’t break your concentration on a spell you’ve already cast.

Atronach

At 14th LVL You are truly one with the element you've bonded with and are now able to let it out more freely. You can now only summon an Empowered sprite of your chosen element instead of the original sprite.

 

Earth Atronach

You have in spirit; and in some ways in body, become Stone. Though your physical form does not change, the physical features of yours that have been effected by your chosen element are now more prominent and break out more freely. Gain the following features. 

Earthen Blood: Gain the ability to expend 2 sorcerer points to use the class feature Earthen Soul.

Empowered Sprite: You can now only summon an Empowered Earth sprite. Replace the Earth Sprite with Empowered Earth Sprite in your summons. 

 

 

Flame atronach

You have in spirit; and in some ways in body, become fire. Though your physical form does not change, the physical features of yours that has been effected by your chosen element are now more prominent and break out more freely. Gain the following features. 

Fire blood: Gain the ability to expend 2 sorcerer points to use the class feature Soul of Fire.

Empowered Sprite: You can now only summon an Empowered Fire sprite. Replace the Fire Sprite with Empowered Fire Sprite in your summons. 

 

Frost Atronach

You have in spirit; and in some ways in body, become Ice. Though your physical form does not change, the physical features of yours that have been effected by your chosen element are now more prominent and break out more freely. Gain the following features.

Frost blood: Gain the ability to expend 2 sorcerer points to use the class feature Soul of Ice.

Empowered Sprite: You can now only summon an Empowered Frost sprite. Replace the Frost Sprite with Empowered Frost Sprite in your summons. 

 

Storm Atronach

You have in spirit; and in some ways in body, become a storm. Though your physical form does not change, the physical features of yours that have been effected by your chosen element are now more prominent and can break out more freely. Gain the following feature. 

Static blood: Gain the ability to expend 2 sorcerer points to use the class feature Stormy Soul.

Empowered Sprite: You can now only summon an Empowered Storm sprite. Replace the Storm Sprite with Empowered Storm Sprite in your summons. 

 

 

 

 

 

Greater Atronach

Release Your well spring of power as devastating display of elemental furry. Once per long rest you may cast a known spell at max level that deals the same damage as your elements resistance without spending a spell slot. 

Greater earth Atronach

At lvl 18 You are the earth that fills your soul. Show your foes what you really are inside. Gain the ability to unleash your elements power to its greatest extent. 

 

Greater flame Atronach

 At lvl 18 You are the flames that fill your soul. Show your foes what you really are inside. Gain the ability to unleash your elements power to its greatest extent. 

 

Greater frost Atronach

At lvl 18 You are the Ice that fills your soul. Show your foes what you really are inside. Gain the ability to unleash your elements power to its greatest extent. 

Greater Storm Atronach

 At lvl 18 You are the storm that fills your soul. Show your foes what you really are inside. Gain the ability to unleash your elements power to its greatest extent. 

Previous Versions

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