Sorcerer
Base Class: Sorcerer
Elemental Bloodline Spells
Sorcerer Level Spells
1st Burning Hands, Absorb Elements
3rd Rime's Binding Ice, Gust of Wind
5th Water Breathing, Protection from Energy
7th Polymorph (Elementals only)
9th Summon Draconic Spirit (Chromatic Only)

 

Elemental Focus

 

At level 1 you choose an element to focus in. This can be Air, Earth, Fire, or Water. All of the following abilities are modified based on what element you choose. This choice cannot be changed later.

Air: Lightning element. When you have to make a dexterity saving throw for any effect that deals damage, if you succeed the save you take no damage instead of half.

Earth: Thunder element. For each sorcerer level you have gain 1 HP. This applies to all past and future sorcerer levels.

Fire: Fire element. You gain the ability to cast the light cantrip without any components and as a bonus action.

Water: Cold element. You gain a swim speed of 50 feet and can breathe underwater.

 

Elemental Arcana

When you choose this domain at level 1 and you cast a spell that deals a type of damage from the following list, you can change that damage type to the type specified by your elemental focus: acid, cold, fire, lightning, poison, thunder, necrotic. You can do this a number of times per day equal to your proficiency bonus.

 

Elemental Defenses

At level 6 you gain damage resistance to the element that you've chosen as your focus as well as the ability to make an enemy vulnerable to your focused element. To make an enemy vulnerable costs 4 sorcery points.

 

Elemental Guidance

At level 14 you can extend an effect to any number of targets within 30 feet of you including yourself based on your elemental focus. This effect lasts for 1 minute. Once you've done this you cannot do it again until you complete a long rest.
 
Air: Targets gain a flying speed equal to their movement speed. Targets cannot be knocked out of the air due to taking damage.
Earth: Targets gain 2 AC for the duration and their skin becomes grey and gains the appearance of being made of stone.
Fire: Any damage the targets deal provides an additional 2d6 fire damage.
Water: Targets have their movement speed slowed by half and they have disadvantage on any dexterity saving throws that they make. The targets must succeed a constitution saving throw in order to avoid this effect.
 

Elemental Mastery

At level 18 you can shift into an elemental form based on your elemental focus as an action. Once you do this you cannot do it again until you complete a long rest.
 
Air: Djinni
Earth: Dao
Fire: Efreeti
Water: Marid



 

Elemental Focus

At level 1 you choose an element to focus in. This can be Air, Earth, Fire, or Water. All of the following abilities are modified based on what element you choose. This choice cannot be changed later.

Air: Lightning element. When you have to make a dexterity saving throw for any effect that deals damage, if you succeed the save you take no damage instead of half.

Earth: Thunder element. For each sorcerer level you have gain 1 HP. This applies to all past and future sorcerer levels.

Fire: Fire element. You gain the ability to cast the light cantrip without any components and as a bonus action.

Water: Cold element. You gain a swim speed of 50 feet and can breathe underwater.

Elemental Focus

At level 1 you choose an element to focus in. This can be Air, Earth, Fire, or Water. All of the following abilities are modified based on what element you choose. This choice cannot be changed later.

Air: Lightning element. When you have to make a dexterity saving throw for any effect that deals damage, if you succeed the save you take no damage instead of half.

Earth: Thunder element. For each sorcerer level you have gain 1 HP. This applies to all past and future sorcerer levels.

Fire: Fire element. You gain the ability to cast the light cantrip without any components and as a bonus action.

Water: Cold element. You gain a swim speed of 50 feet and can breathe underwater.

Elemental Arcana

When you choose this domain at level 1 and you cast a spell that deals a type of damage from the following list, you can change that damage type to the type specified by your elemental focus: acid, cold, fire, lightning, poison, thunder, necrotic. You can do this a number of times per day equal to your proficiency bonus.

Elemental Defenses

At level 6 you gain damage resistance to the element that you've chosen as your focus as well as the ability to make an enemy vulnerable to your focused element. To make an enemy vulnerable costs 4 sorcery points.

Elemental Guidance

At level 14 you can extend an effect to any number of targets within 30 feet of you including yourself based on your elemental focus. This effect lasts for 1 minute. Once you've done this you cannot do it again until you complete a long rest.
 
Air: Targets gain a flying speed equal to their movement speed. Targets cannot be knocked out of the air due to taking damage.
Earth: Targets gain 2 AC for the duration and their skin becomes grey and gains the appearance of being made of stone.
Fire: Any damage the targets deal provides an additional 2d6 fire damage.
Water: Targets have their movement speed slowed by half and they have disadvantage on any dexterity saving throws that they make. The targets must succeed a constitution saving throw in order to avoid this effect.

Elemental Mastery

At level 18 you can shift into an elemental form based on your elemental focus as an action. Once you do this you cannot do it again until you complete a long rest.
 
Air: Djinni
Earth: Dao
Fire: Efreeti
Water: Marid

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