Sorcerer
Base Class: Sorcerer

Elemental Sorcerers have a connection to the Planes of Elemental Earth, Water, Air and Fire.  Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic comes from the heart of the land, that well of strength and stamina that ties you to the different Planes.  You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

One with the land

At 1st level you gain Tremor Sense out to 30’.  You must be standing on stone or earth to feel the movement and position of friends or foes within 30’ of you.

Elemental Focus

Staring at 1st level, pick one element. Any spell you cast with that element does additional damage equal to your CON modifier.  At 5th, 13th and 17th level, pick an additional element to add your CON damage bonus.

Fire spells only.

Water spells include spells with cold damage.

Air spells include spells with thunder damage

Earth spells include spells with bludgeoning damage.

Elemental Defense

Starting at 6th level, you form a elemental shield that protects you.  This shield can take whatever form you desire.  A hardening of skin to become stone like.  A shimmering wall of heat that surrounds you.  A gust of wind that envelops you or maybe a coating of frost or ice to protect you.  Whatever you desire, the base effect is the same.  You AC becomes 12 + DEX + CON.  

Different elements provide additional benefits.

Earthen Defense grant resistance to Slashing Damage.

Fire Defense does 1d4 fire damage to each attacker that attempts to hit you in melee combat.

Air Defense grant resistance to Piercing Damage.

Water Defense grant resistance to Bludgeoning Damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  By spending 2 sorcery points, you can regain once use before a long rest.

Call on the Elements

Starting at 14th level, for 3 sorcery points, you can conjure minor elementals, as the spell.  This does not use a spell slot and does not count against the spells you know.

Elemental Body

Starting at 18th level, you can spend 5 sorcery points as a bonus action to magically transform yourself into an Elemental.  You gain all of the abilities and resistances of being an elemental.  You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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