Sorcerer
Base Class: Sorcerer

The genies are born of the elementals themselves and normally they are found on the elemental plane. When they do find themselves in the material plane they are seen as powerful entities and sometimes even worshipped. On rare occasions they choose to sire a child with a mortal and in even rarer cases this child is imbued with the Genies innate magical abilities and elemental connection. These rare cases create sorcerers that not only have innate magical ability but also some innate martial ability. The kind of Genie they are sired from, dictates the elemental affinity they have.      

Elemental Heritage

Starting at 1st level, you specify what kind of Genie sired you. This will determine how your abilities manifest.

 

Dao

A Genie of the Earth element. Sorcerers born of these Genies are as though as rock.

Djinni

A Genie of the Air element. Sorcerers born of these Genies are fast as the wind.

Efreeti

A Genie of the Fire element. Sorcerers born of these Genies are fierce as the flames.

Marid

A Genie of the Water element. Sorcerers born of these Genies are unpredictable as the sea.

Innate Martial Strength

Also at 1st level, you have the innate ability to wield certain weapons. Your Heritage determines your speciality. You are proficient with simple weapons, you use your charisma modifier for your weapon attack and damage rolls and gain the following benefits based on your Elemental Heritage:

 

 

Dao

You gain proficiency with the Maul and Greataxe. You also gain the fighting style, Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Djinni

You gain proficiency with the Scimitar and Smallsword. You also gain the fighting style,Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Efreeti

You gain proficiency with the Longsword and Battleaxe. Your weapon attacks score a critical hit on a roll of 19 or 20.

Marid

You gain proficiency with the Trident and Rapier. You also gain the fighting style, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Elemental Armor

Also at 1st level, your Elemental Heritage gives you a protective layer that makes you better suited for close quarter combat. Your AC becomes 16 and you gain a amount of temporary hit points with an additional bonus that refills on a every rest based on your Elemental Heritage.

 

Dao

When you have finish a short or long rest, you gain 2d6 + your sorcerer level temporary hit points. As long as you have these temporary hit points, your AC increases by 2.

Djinni

 When you have finish a short or long rest, you gain 2d6 + your sorcerer level temporary hit points. As long as you have these temporary hit points, any creature that hits you with an melee attack is pushed 5ft away from you.

Efreeti

 When you have finish a short or long rest, you gain 1d6 + your sorcerer level temporary hit points. As long as you have these temporary hit points, any creature that hits you with an melee attack takes 1d4+1 fire damage.

Marid

When you have finish a short or long rest, you gain 3d6 + your sorcerer level temporary hit points. As long as you have these temporary hit points, you can use your reaction spray water in the face of a creature within 5ft. This costs you 2 of your temporary hit points and gives disadvantages on the creatures next attack.   

Martial Magic

Starting at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Elemental Body

Starting at 14th level, your body has become more that of the genie that sired you. You gain a flying speed of 10ft and additional benefits based on you Elemental Heritage.

 

 

Dao

You gain a borrow speed of 30ft, your AC increases by 1 and you have advantage on strength and dexterity saving throws against being knocked prone.

Djinni

Your flying speed is 30ft and you gain resistance against lightning and thunder damage.

Efreeti

Your walking speed increases by 10ft and you are immune to fire damage.

Marid

Your swim speed is 30ft and you gain resistance against acid and cold damage.

Element of power

Starting at 18th level, your connection with the elements increases your defense and attack. The amount of temporary hit points you gain from your Elemental Armor feature increases by 2d6. The nature of the attack increase is determined by your elemental heritage.

 

Dao

When you hit a creature with a weapon attack, you deal additional damage equal to your charisma modifier of the weapons damage type and the creature you hit must succeed in a strength saving throw against your spell DC or be knocked prone. This additional damage counts as magical for the purpose of overcoming resistances even when the weapon does not. 

Djinni

When you hit a creature with a weapon attack or deal thunder or lightning damage with a spell, you deal additional thunder damage equal to your charisma modifier.

Efreeti

When you hit a creature with a weapon attack or deal fire damage with a spell, you deal additional fire damage equal to your charisma modifier.

Marid

When you hit a creature with a weapon attack or deal acid or cold damage with a spell, you deal additional cold damage equal to your charisma modifier.

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