Base Class: Sorcerer
You get your sorcerer powers from a fateful event that took place within your lifespan and/or your predecessor's with the raw power of elements. You've been infused with the energy of elementals and elemental spirits of the realm, be it a direct relation/connection or influence of being born in a place that is full of those energies. You have an unusual kinship with both material and more abstract versions of said primordial beings.
Primordial Awareness
At 1st level, your connection with elements allows you to better understand beings of that nature much more easily. You can speak, read and write Primordial. Also you have advantage on Nature checks on Elementals and Primordials.
Elemental Adaption
Starting at 1st level, you can unleash your primordial magic, coating your body with elemental power.
As a bonus action, your skin glows with a plethora of colors, resembling different elements in each part.
For 1 minute, you gain the following benefits:
- Whenever you cast a 1st level or higher spell that deals acid, cold, fire, lightning, or thunder, you gain resistance to that type of damage until your next turn.
- Also your 1st level or higher spells ignore resistance to acid, cold, fire, lightning, or thunder damage.
One with Elements
At 6th level, as your connection with elements increase, your control over them also lets you variate your spellcasting. Select an Evocation cantrip and a 1st level Evocation spell from any spell list to learn. They count as Sorcerer spells to you. You can also replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
Primordial Channeling
At 14th level, your expertise over primordial magic lets you cast spells without requiring your primordial connection. Choose two 1st level or higher Sorcerer spell you know. You can cast those spells spending Sorcery Points equal to the spell's level instead of expending a spell slot.
Also at this level, thanks to your raw elemental reservoir of energy, you find new ways to enhance your spells. You may also gain a new Metamagic option fo your choice when you reach this level.
Calling of Elements
Beginning at 18th level, you can call on the four primal elements. As an action, you can spend 5 Sorcery points to activate one of the following effects:
- Primordial Fire - A pillar of flames erupt within 60 feet of you, in a 20 feet radius, 60 feet high cylinder. Any creatures within range has to make a Dexterity saving throw against your spell save DC. Any creature that fails takes 8d6 fire damage or half damage on a success.
- Primordial Water - A soothing wave of water washes over up to 6 creatures you choose in a 30 feet radius. You restore hit points equal to 1d8 + your Charisma Modifier to each creature you chose.
- Primordial Earth - A tremor begins in a 30 feet cube, centered around you. Any number of creatures you choose within range has to make a Strength saving throw against your spell save Dc. Any creature that fails falls prone and is pushed back 10 feet away from you.
- Primordial Air - A wild wind and storm strikes any creatures in a 40-feet cone. Make a ranged spell attack, it counts for each creature. Each creature that got hit takes 1d8 bludgeoning, 1d8 thunder and 1d8 lightning damage and can't take reactions until their next turn.
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