Base Class: Sorcerer
In the rich tapestry of the world, there exists a unique and exclusive group of individuals who share a lineage deeply rooted in the ancient art of elemental manipulation. These extraordinary people, known as "Elemental Scions," bear the blood of legendary elementalists in their veins.
Elemental Scions are a rare and distinguished peoples, connected by familial bonds that transcend the mortal realm. Each member of this extraordinary lineage carries the legacy of their elemental ancestors, giving them a profound and intrinsic understanding of the natural forces that shape the world. They are inheritors of a legacy that stretches back through the ages, and their connections to the elemental planes.
These individuals exhibit an uncanny affinity for one of the primary elements: earth, air, fire, or water. This affinity allows them to harness and wield the elemental power with a level of mastery that few can match. Whether they conjure flames at will, manipulate currents of water, mold the very earth beneath their feet, or soar through the skies with the grace of the wind, Elemental Scions are living embodiments of their ancestral magic.
United by their shared bloodline, Elemental Scions are a tight-knit and secretive group, often driven by a shared purpose or quest that relates to their elemental heritage. Their abilities and knowledge of the elemental planes make them invaluable members of any adventuring party, for they bring both ancient wisdom and extraordinary power to the table. In the ever-evolving world of Faerûn, these Elemental Scions stand as living testaments to the enduring power of bloodline and legacy.
Primordial Ancestor
At 1st level, you choose one type of element as your ancestor from the Primordial Ancestor table. The element chosen allows you to read a sect of Primordial and allows you to double your proficiency bonus for charisma checks involving elementals of your element.
| Element | Language | Damage Type |
|---|---|---|
| Air | Auran | Lightning |
| Earth | Terran | Bludgeoning, Piercing, and Slashing |
| Fire | Ignan | Fire |
| Water | Aquan | Cold |
Air
Air is your chosen primordial ancestor, allowing you to speak, read, and write Auran and gain bonuses to lightning damage at later levels.
Additionally you can double your proficiency bonus for charisma checks involving air based elementals.
Earth
Earth is your chosen primordial ancestor, allowing you to speak, read, and write Terran and gain bonuses to bludgeoning, piercing, and slashing damage at later levels.
Additionally you can double your proficiency bonus for charisma checks involving earth based elementals.
Fire
Fire is your chosen primordial ancestor, allowing you to speak, read, and write Ignan and gain bonuses to fire damage at later levels.
Additionally you can double your proficiency bonus for charisma checks involving fire based elementals.
Water
Water is your chosen primordial ancestor, allowing you to speak, read, and write Aquan and gain bonuses to cold damage at later levels.
Additionally you can double your proficiency bonus for charisma checks involving water based elementals.
Elemental Comforts
As bits of elemental magic flow through your body, you grow comfortable in areas filled with your chosen ancestry. When you roll a hit die to regain hit points, heal maximum hit points, instead of rolling, so long as you are surrounded by motifs or the actual element of your ancestry.
Some examples are included for each element. Work with your DM to figure out what best represents your character's comfort based on their chosen primordial ancestor.
Additionally, you learn a choice between two cantrips associated with your chosen ancestry.
Cozy Hearth
You learn the control flames or fire bolt cantrip. Additionally, you regain maximum hit points when rolling hit die while surrounded by motifs of fire.
Example comforts for Elemental Scions of fire include: bonfires, candles, warm dry climates, or a lit wickerman.
Relaxing Ripples
You learn the ray of frost or shape water cantrip. Additionally, you regain maximum hit points when rolling hit die while surrounded by motifs of water.
Example comforts for Elemental Scions of Water include: rain, rivers, ocean waves, cold wet climates, or a filled bathtub.
Solid Respite
You learn the magic stone or mold earth cantrip. Additionally, you regain maximum hit points when rolling hit die while surrounded by motifs of earth.
Example comforts for Elemental Scions of Earth include: rocky caves, boulders, marble, farming soil, or a large pebble collection.
Wispy Dreams
You learn the gust or shocking grasp cantrip. Additionally, you regain maximum hit points when rolling hit die while surrounded by motifs of air.
Example comforts for Elemental Scions of Air include: a breeze, cloudy weather, strong winds, thunder storms, or wind chimes.
Primordial Acuity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your primordial ancestry, you can add your Charisma modifier to one damage roll of that spell. Additionally, you learn the other cantrip from the Elemental Comfort feature.
Controlled Burn
When you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, you learn the other cantrip from the Elemental Comfort feature.
Focused Tremors
When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, you learn the other cantrip from the Elemental Comfort feature.
Harnessed Turbulance
When you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, you learn the other cantrip from the Elemental Comfort feature.
Restricted Flow
When you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. Additionally, you learn the other cantrip from the Elemental Comfort feature.
Primordial Assistance
Beginning at 14th level, you can channel the home realm of your primordial ancestor, causing an elemental to manifest to your aid. As an action, you can spend 10 sorcery points to draw on this power and summon an elemental of your chosen primordial ancestry. The elemental lasts for 1 hour and does not require concentration to maintain. You can only have one summoned elemental at a time. While the elemental is alive, you have resistance to the associated damage type of your primordial ancestry.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
Air Elemental
As an action, you can spend 10 sorcery points to summon an air elemental which lasts for 1 hour and does not require concentration to maintain. While the elemental is alive, you have resistance to lightning damage.
Earth Elemental
As an action, you can spend 10 sorcery points to summon an earth elemental which lasts for 1 hour and does not require concentration to maintain. While the elemental is alive, you have resistance to bludgeoning, piercing, and slashing damage.
Fire Elemental
As an action, you can spend 10 sorcery points to summon a fire elemental which lasts for 1 hour and does not require concentration to maintain. While the elemental is alive, you have resistance to fire damage.
Water Elemental
As an action, you can spend 10 sorcery points to summon a water elemental which lasts for 1 hour and does not require concentration to maintain. While the elemental is alive, you have resistance to cold damage.
Elemental Zenith
At 18th level, you gain the ability to imbue yourself with the full unbridled power of the elemental planes. Once per long rest, you become a conduit of raw elemental magic granting you a number of bonuses based on your primordial ancestry for 1 minute. You can pick three bonuses before your body struggles to maintain control. For each bonus after the third selected you will incur a level of exhaustion when the effect ends.
Apex of Air
Once per long rest, you can become a conduit of elemental air magic granting you a number of bonuses for 1 minute. You can pick three bonuses before your body struggles to maintain control. For each bonus after the third, you will incur a level of exhaustion when the effect ends. Apex of Air benefits:
- Increase your movement speed by 30 feet.
- Gain a flying speed equal to your current speed.
- Can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.
- Gain temporary hit die equal to twice your sorcerer level.
- Gain immunity to lightning and thunder damage.
- All spells you cast are affected by the Distant Spell Metamagic.
- As a bonus action, you can cause a thunderous sound to a creature within 30 feet. Target creature must make a constitution saving throw, on a failed save it takes 1 thunder damage and become deafened until your Apex of Air feature ends.
- When hit by an attack, you can deal lightning damage equal to your charisma modifier to the attacker.
- Gain the effects of warding wind without requiring concentration.
- Roll an additional damage die when dealing lightning damage.
Apex of Earth
Once per long rest, you can become a conduit of elemental earth magic granting you a number of bonuses for 1 minute. You can pick three bonuses before your body struggles to maintain control. For each bonus after the third, you will incur a level of exhaustion when the effect ends. Apex of Earth benefits:
- You can treat a roll of 14 or lower as a 15 for strength checks and saving throws.
- Increase your AC by 3.
- Can burrow through nonmagical, unworked earth and stone. While doing so, you doesn't disturb the material you move through.
- Gain temporary hit die equal to three times your sorcerer level.
- Gain immunity to poison and acid damage.
- All spells you cast are affected by the Empowered Spell Metamagic.
- As a bonus action you can cause the earth beneath the feet of a creature within 30 feet of you to tremble. Target creature must make a dexterity saving throw, if it fails it falls prone.
- When hit by an attack, you can reduce the damage equal to your charisma modifier.
- You and friendly creatures within 10 feet of you gain the effects of stoneskin.
- Roll an additional damage die when dealing bludgeoning, piercing, or slashing damage with spells.
Apex of Fire
Once per long rest, you can become a conduit of elemental fire magic granting you a number of bonuses for 1 minute. You can pick three bonuses before your body struggles to maintain control. For each bonus after the third, you will incur a level of exhaustion when the effect ends. Apex of Fire benefits:
- Destroy plant based difficult terrain, grappled, and restrained effects within 10 feet of you.
- You do not provoke opportunity attacks.
- As a reaction, you can teleport within 5 feet of a source of fire or a burning creature up to 120 feet away, after which you are unable to move until the start of your next turn.
- Gain temporary hit die equal to twice your sorcerer level.
- Gain immunity to fire and radiant damage.
- All spells you cast are affected by the Careful Spell Metamagic.
- As a bonus action, you can attempt to induce fear in an enemy within 30 feet. Target creature must make a wisdom saving throw, on a failed save it becomes frightened until your Apex of Fire feature ends. At the end of its turn it can make a wisdom saving throw, on a success it is no longer frightened.
- At the start of your turn, you deal fire damage equal to your charisma modifier to creatures within 10 feet.
- When you deal damage to a creature using a fire spell, you ignite them until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.
- Roll an additional damage die when dealing fire damage with your fire spells.
Apex of Water
Once per long rest, you can become a conduit of elemental water magic granting you a number of bonuses for 1 minute. You can pick three bonuses before your body struggles to maintain control. For each bonus after the third, you will incur a level of exhaustion when the effect ends. Apex of Air benefits:
- The ground in a 15-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- Gain a swimming speed equal to your current speed, you can breathe in water, and while submerged in water, you are invisible.
- Gain temporary hit die equal to twice your sorcerer level.
- Gain immunity to cold and necrotic damage.
- All spells you cast are affected by the Subtle Spell Metamagic.
- You can cast sleet storm once without requiring concentration. You can move across difficult terrain created by ice or snow without spending extra movement or falling prone.
- As a bonus action you can shoot a stream of water at a target, they must succeed a strength saving throw or be pushed 15 feet away from you.
- When you deal cold damage to a creature, you reduce their speed by 10 feet until the start of your next turn.
- You have advantage when attempting to grapple a target. Creatures that are grappled by you take cold damage equal to your charisma modifier at the start of their turn.
- Roll an additional damage die when dealing cold damage.
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