Sorcerer
Base Class: Sorcerer

Elemental Ancestor: Your innate magic comes from the energy that constitutes the form of the Four Elemental Planes and the Elemental Chaos that resides between each. Whether through direct exposure to energy formed from elemental chaos or the involvement of one of your ancestors with the energy of the elements, your blood is suffused with power that can create both great beauty and destruction. When you choose this subclass at 1 level, you gain the ability to speak, read and write Primordial.

Elemental Ancestor

The elemental forces flowing through your blood can often show themselves in strange and beautiful ways. This optional aesthetic allows you to choose one or more quirk, representing how your power may be apparent in your physicality.

Elemental Sorcerer Quirks (Optional)

Element Description

Cold

Your skin is icy cold to the touch, and frost clings to your skin. Additionally, when you breathe, clouds of mist flow from your mouth and nostrils.

Acid

Lines and markings appear on your skin as if burned there by powerful acid. Within these burn lines, thin green energy faintly glows.

Fire

Sections of your skin are cracked and broken, revealing glowing molten orange energy beneath the cracks. Additionally, to the touch of others your skin feels burning hot.

Lightning

Small thin lines of electricity crackle and hum around your person when you experience strong emotions or when you cast an Elemental Spell. Additionally, your skin crackles with static electricity, and your hair may stand up on end.

Thunder

Your eyes become filled with dark storm clouds, and when you raise your voice or shout it often becomes a thunderous roar that seems to those close by to be as loud as the crack of thunder.

When you choose this subclass at 1st level, you gain the ability to speak, read and write Primordial.

Elemental Blood

The absorb elements spell is added to your spell list, and counts as a sorcerer spell for you. This spell doesn’t count against the number of sorcerer spells you know, and Charisma is your spellcasting ability for the spell. At 2nd level (when you gain sorcery points) you can choose to forgo expending a spell slot by instead spending 2 sorcery points.

Wielder of Elements

Starting at 6 level, your knowledge and affinity with the elements has grown to the point that you can heighten the effect of an elemental spell you cast. You can expend one sorcery point to add an additional damage die to a spell that causes elemental damage. The damage die has a value equal to the die/dice already used in the spell, and you can choose the elemental damage type of the additional die. You gain one damage die for each sorcery point you use.

Elemental Alteration

Due to your connection to the elements, you are able to alter the elemental spells you cast, changing them to suit your needs. You can change the damage type of any spell you cast that deals acid, cold, fire, lightning or thunder damage to any of the previously mentioned damage types. For instance, you can change the damage type of the fire bolt cantrip from fire damage to cold damage. You can use this ability an amount of times equal to your Charisma modifier per short rest.

Manifestation of the Elements

At 14th level, you have become in touch with the elements to the point where you can cause yourself to become a physical manifestation of them. You gain the ability to cast either investiture of flame, investiture of ice, investiture of stone or investiture of wind. You have advantage on saving throws to maintain concentration on the spell, and can cast the spell without expending a spell slot once per long rest.

One with The Elements

At 18 level, your body has become a channel for the Elemental Planes with which you are connected, transforming you into a perfect manifestation of the elements. When you reach this level you gain the following benefits:

  • You gain immunity to acid, fire, lightning, cold and thunder
  • You can use your Manifestation of the Elements ability an amount of times equal to your Charisma modifier per long rest.
  • You gain advantage on attack rolls on all spells that deal elemental damage, and the damage dice is doubled for each of these spells.

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