Sorcerer
Base Class: Sorcerer

You have a natural magical affinity with one of the four alchemical elements: fire, water, earth, and air.

Elemental Affiliation

At 1st level, you choose one Element to be affiliated with. You cannot change your choice whence chosen. You gain bonuses as detailed in the table below based on the element you chose.

Element Bonus

Fire

You can cast Flame Blade once without expending a Sorcerer spell slot, regaining the ability to do so on a short or long rest. You know the Control Flames cantrip (this doesn't count against the number of cantrips known). You are resistant to fire damage.

Water

You can cast Misty Step once without expending a Sorcerer spell slot, regaining the ability to do so on a short or long rest. You know the Shape Water cantrip (this doesn't count against the number of cantrips known). You can breath in water.

Earth

You can cast Barkskin once without expending a Sorcerer spell slot, regaining the ability to do so on a short or long rest. You know the Mold Earth cantrip (this doesn't count against the number of cantrips known). You have advantage on any checks to resist being knocked prone or moved against your will.

Air

You can cast Warding Wind once without expending a Sorcerer spell slot, regaining the ability to do so on a short or long rest. You know the Gust cantrip (this doesn't count against the number of cantrips known). Add your Charisma modifier to your long and high jump distances.

Water Element

You are affiliated with water, and gain specific bonuses.

Air Element

You are affiliated with air, and gain specific bonuses.

Earth Element

You are affiliated with earth, and gain specific bonuses.

Fire Element

You are especially affiliated with fire, granting you specific bonuses.

Super Heavy Elements

Starting at 6th level, when you successfully hit with a melee, ranged, or spell attack, you may spend two sorcery points to force your target to make a Wisdom saving throw against your Spell Save DC, creating an affect based on your chosen element (as listed in the table below) on a failed save.

Element Bonus

Fire

You deal additional fire damage equal to your Charisma modifier plus your proficiency bonus.

Water

You remove the target's ability to take any bonus actions or reactions until the start of your next turn.

Earth

You knock the target prone.

Air

You disarm the target of one weapon it was holding.

Elemental Companion

At 14th level, you gain the ability to conjure an elemental companion. Once per long rest, you can cast Conjure Elemental, except you needn't concentrate on the spell, and you will always maintain control over the Elemental summoned. You also don't need any material to conjure the Elemental out of, but instead are only capable of summoning one kind of Elemental based on your chosen Element, as listed in the table below.

Element Elemental

Fire

Fire Elemental

Water

Water Elemental

Earth

Earth Elemental

Air

Air Elemental

Elemental Form

Beginning at 18th level, you become so closely connected to your element, that you begin to physically adapt to it. You are permanently under the effects of an Investiture spell based on your element as shown in the table below.

Element Bonus

Fire

Investiture of Flame

Water

Investiture of Ice

Earth

Investiture of Stone

Air

Investiture of Wind

Air Form

You are permanently under the effects of the Investiture of Wind

Earth Form

You are permanently under the effects of the Investiture of Stone

Fire Form

You are permanently under the effects of the Investiture of Flame

Water Form

You are permanently under the effects of the Investiture of Ice

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