Base Class: Sorcerer
Your body had become infused with the magic of a primal element granting you unrivalled control over Fire, Ice, or Lightning.
Elemental Focus
1st-level Elemental Avatar feature
Choose the primal element your magic embodies: Fire, Ice, or Lightning.
Fire
Your primal element is Fire. Once per turn when you deal fire damage you gain a bonus to damage equal to your Charisma modifier (minimum of 0).
Ice
Once per turn when you deal Cold damage you gain a bonus to damage equal to your Charisma modifier (minimum of 0).
Lightning
Once per turn when you deal lightning damage you deal bonus damage equal to your Charisma modifier (minimum of 0).
Elemental Metamagic
1st-level Elemental Avatar feature
You learn the Transmuted spell metamagic. When you use Transmuted spell metamagic to change the damage type of a spell to your Elemental Focus damage type the metamagic doesn’t cost sorcery points.
Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Primal Recovery
6th-level Elemental Avatar feature
Once per short rest when you cast any spell of 1st level or higher of your primal damage type, you regain expended sorcery points equal to the level of spell expended.
Relentless Casting
6th-level Elemental Avatar feature
When you cast a spell that deals damage of your Elemental Focus damage type you can use 1 sorcery point to cause any creatures with immunity to the damage to instead have resistance to the damage type.
Greater Transmutation
14th-level Elemental Avatar feature
You can use the Transmuted Spell meta magic to change any damage type of a spell into your Elemental Focus damage type. If the damage type isn’t one of the damage types the meta magic normally uses it costs 1 sorcery point.
Elemental Soul
18th-level Elemental Avatar feature
You’ve become one with your primal element granting you mastery over your spells unrivalled by other casters granting the following benefits:
- Once per turn when you cast a spell of 1st level or higher that deals damage of your elemental damage type you can use a metamagic without using sorcery points. This meta magic can be used with other meta magics if you spend sorcery points on them.
- If you cast a spell of 1st level or higher that deals damage of your elemental damage type you can spend sorcery points to use an amped meta magic. An amped meta magic cannot be used with another meta magic including your free meta magic.
You gain two of the following Amped Meta magic options of your choice:
Apex Spell
When you roll damage for a spell, you can spend 1 or more sorcery points to cause a number of the damage dice equal to 2 times the sorcery points spent to use their maximum damage. (You can use this meta magic after rolling for damage).
Duplex Spell
When you cast a spell that doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level plus 2 to cast the spell twice using the same action. The second instance of the spell can target the same creatures as the first and happens immediately after the first.
Immutable Spell
When you cast a spell that requires concentration, you can spend 3 sorcery points to remove the concentration requirement of the spell for it's duration. The spell will remain even if another concentration spell is cast.
Inescapable Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 4 sorcery points to increase the range to 1 mile. If the spell normally requires line of sight it no longer has that requirement and the spells effect spontaneously appears at the target location.
Inexorable Spell
When you cast a spell that forces a creature to make a saving throw to resist it's effects, you can spend 5 sorcery points to change the saving throw to the targets weakest save. If the spell targets multiple creatures each creature must make the saving throw using their worst saving throw.
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