Sorcerer
Base Class: Sorcerer

Your ancestors encountered primordial, elemental magic so great it permanently altered your bloodline's future. You hold power unique to your heritage, able to bend elements to your will truly embodying an element unlike any wizard could imagine. Your power to manipulate elements at will makes your magic extremely adaptable and potent, being able to hail the power of fire, the precision of cold, the vitriol of acid, the blight of poison, the alacrity of lightning and the might of thunder at a whim. Your body takes on qualities of the element you are currently casting. 

Transmutational Spellcasting

At 1st level, you choose a type of elemental damage, this type of damage replaces all elemental damage and can be changed at will when you take a short rest. All of the properties of spells transmuted in this way are not changed and are retained through transmutation in this way. You can change the damage type of your chosen element by casting a leveled spell, doing so in this way requires significant concentration and control making the resulting element choice random, but not the same.

When casting a leveled spell that deals elemental damage, you can choose to roll 1d6 to determine the new damage type of your elemental spellcasting. refer to table below. If you roll an element that you are currently utilizing you can roll again until you get an element different than the one you are currently conjuring. 

d6 Element
1 Fire
2 Acid
3 Lightning
4 Cold
5 Poison
6 Thunder

 

Additionally you are because of your connection to the elements you are fluent in primordial. 

Acid

All spells that deal elemental damage (fire, cold, acid, poison, lightning, thunder) now deal Acid damage

Cold

All spells that deal elemental damage (fire, cold, acid, poison, lightning, thunder) now deal Cold damage

Fire

All spells that deal elemental damage (fire, cold, acid, poison, lightning, thunder) now deal Fire damage.

Lightning

All spells that deal elemental damage (fire, cold, acid, poison, lightning, thunder) now deal Lightning damage.

Poison

All spells that deal elemental damage (fire, cold, acid, poison, lightning, thunder) now deal Poison damage.

Thunder

All spells that deal elemental damage (fire, cold, acid, poison, lightning, thunder) now deal Thunder damage.

Elemental Absorbsion

As magic flows through your body, it causes your body to easily absorb elemental damage of its own. You can now cast Absorb Elements at will a number of times per long rest equal to your proficiency modifier. This version of Absorb Elements does not require any Somatic components. Casting Absorb Elements in this way causes your chosen elemental damage type to change to the type of damage you resisted using the spell. Additionally after casting Absorb Elements in this way your next spell attack deals additional damage equal to 1d6 the resisted damage type, this spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Elemental Aptitude

Starting at 6th level, when you cast a spell that deals elemental damage, you can add your Charisma modifier to one damage roll of that spell. 

Transmutation Adept

Starting at 6th level when casting a spell that deals elemental damage you can choose to transmute your current elemental damage to a new type. A spell transmuted this way deals damage in the element you chose. To do this you must expend 2 sorcery points.

Body of Elements

You gain resistance to your chosen elemental damage type. When that elemental damage type is transmuted for another you lose your previous resistance and gain a new one that is the same as your new transmuted elemental damage type. 

Master of Elements

At 14th level, you gain the ability freely swap between elemental damage types. Casting any leveled  spell above a cantrip allows you to swap elemental damage types without expending sorcery points to do so. Additionally when casting a leveled spell that deals elemental damage you can reroll a number of die equal to any number of sorcery points you choose to spend to amplify a spells potency.

Primordial Presence

Beginning at 18th level, whichever element you currently have chosen as your elemental damage type grants immunity to that elemental damage type. Additionally when casting Absorb Elements using your Elemental Absorption feature reduces that damage to 0 instead of half.

Your creature type is now considered Elemental.  

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