Base Class: Sorcerer
Your ancestors carry the energies of the Elemental Plane. maybe you have a genie's lineage in your blood, maybe these energies passed into your blood with you during the interdimensional journey. Who knows...
Genie's Oil Lamp
First Level
With a one-hour ritual, you can turn an ordinary item into your magical vessel. You can set this item's AC to half of your level (rounded down) + Proficiency Bonus + CHA ability. It's HP of item is the sum of your level + Proficiency Bonus + CHA and CON abilities.
You can use this item as Arcane Focus. You can only create one at a time. You can magically enter this item as a Bonus Action. An area 60 ft long and 60 ft wide inside. You can bring items and other willing creatures into the item. The limit of people who can enter is equal to the CON ability (including you). You can stay in this item for hours equal to your CON+CHA abilities. You can hear sounds around 30 ft while inside the item. If the item is destroyed, the items and people inside are teleported to the safest and closest point.
Power Of Elements
First Level
Your ancestors carried magical powers in their blood along with the energies of the Elemental Plane. You can change your elemental energy on each Long Rest. These elements are Fire, Water (Cold), Earth (Bludgeoning), Air (Thunder). Which element form that day gains Resistance against that element's damage type.
When using the item you have designated as your Oil Lamp (The vessel you created) as Arcane Focus, you gain extra damage to the Damage dice equal to your Proficiency Bonus. The type of this damage can vary depending on its element.
Elemental Evolution
Sixth Level
Depending on the element type, you get some special powers that day.
Air: The winds carry you and you have 60 ft. flying speed. Likewise, it protects you from negative weather conditions and makes you immune to these conditions (extreme cold weather etc.). While you're flying, you can take the Dash action as a bonus action on your turn. You cannot use this ability indoors.
Water: The waves carry you and give you 60 ft swimming speed and the ability to breathe underwater. Likewise, it protects you from negative situations that may arise from the depths of the water and makes you immune to these conditions (pressure and temperature change when you take water, etc.). While you're swimming, you can take the Dash action as a bonus action on your turn.
Earth: Gain 60 ft Tremorsense and also gain Resistance to Slashing and Piercing damage in addition to Bludgeoning Resistance.
Fire: You can cast the following spells using the Spell Slots.
1- Hellish Rebuke, Burning Hands
3-Scorching Rail, Heat Metal
5-Melf's Minute Meteors, Fireball
Fake Wish
Fourteenth Level
With the Arcane Focus you created with your Genie's Oil Lamp feature, you can cast a spell at level 6 and below without spending a Spell Slot. You can cast this ability for half of your Proficiency Bonus (rounded down). You cannot use this ability for 1d4+1 Long Rest when it expires.
Elemental Polymorph
Eighteeth Level
As a bonus action you can transform into an Elemental Creature by spending 7 Sorcery Points. The transformation lasts for the duration, or until you drop to 0 hit point or die. The new form can be any elemental whose challenge rating is equal to or less than your level. Your game statistics, except mental ability scores, are replaced by the statistics of the chosen elemental. You retains your alignment and personality. This transformation takes as many hours as your Cha+Con abilities.
You cannot cast spells while transforming. Unless the creature you transform have ability to cast spells. Only then you can cast spells and you can cast only creature's spells in the npc sheet. While casting spells in this way, you must use creature's spell save DC and spell attack bonus.
You assumes the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce the your normal form to 0 hit points, you aren't knocked unconscious.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
You can use the creature's Legendary Actions or Legendary Resistances.
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