Sorcerer
Base Class: Sorcerer

Your bloodline grants you a newfound sense of your souls shape and purpose. Your expanded understanding has lead to your growth in one certain aspect of magic, being the mastery of the element your bloodline is associated with. Through repeated exploration and exploitation of your skills, you will grow into the solitary governing force of your field.

Elemental Conduit

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Elemental Ancestry
Heritage Damage Type

Caustic Soul

Acid

Galvanic Mind

Lightning

Blazing Body

Fire

Psionic Essence

Psychic 

Pinnacle of  power

Force

Withered essence 

Necrotic

Acrid Acuity

Poisen

Luminencnt Incarnation

Radiant 

Boreal soul

Cold

Thundering form

Thunder

You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

 

Universal Resilience

As magic flows through your body, it causes physical traits of your ancestors to emerge. At 1st level, your hit point maximum by increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of waxy ashes. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

 

Sacrificial Immolation

Starting at 6th level, you are able to connect your magical soul to your physical body. By expending either health points or gaining a condition (Dictated by DM) you are able to regain spell slots, health points, or meta magic points depending on the sacrifice. You will state the desired resource to regain, and the dm will tell you what the cost will be depending on the power or severity of the resource. You are not committed to any one action or another until the dm confirms with you what you want and is sure you’re aware of the cost.

 

 

Elemental Affinity

Starting at 14th level, you begin to see the final fragments of your being and can start to mould them to your whims.  You can uses your sorcery points to change the effects and properties of your spells and their influences on the world. By asking your DM the cost and consequence of of the action, you can expend resources in order to gain benefits that equal the expenditure. This includes but is not limited to changing the type of magic from the kind it is into that of your main attribute, changing the aoe size and shape of a spell, and altering the save or effect of the spell.

You might be able to achieve something beyond the scope of the above examples. State your sought effect to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance. This spell might simply fail, the effect you desire might only be partly achieved, or you might succeed beyond your original implication. For example, changing the effects of a Burning Hands to make the fan more compact and thin may increase the range or make it pass through obstacles. Similarly if you change the effect of Thunder Wave to deal fire damage, it may deal fire damage but also set fire to anything within the aoe, as well as increase the knock back due to the pressure

 

Selfish consumption 

Beginning at 18th level, you are not able to only gain resources from yourself and your own body, but also the world around you. By burning or absorbing any object, creature, or energy you can gain certain buffs, effects or resources based on how the DM dictates their value. consuming a box or pile of planks would provide less benefit than burning an entire lumber yard or a set of matching magical artifacts which would grant much larger buffs and benifits.

When you target a living creature the target creature makes a charisma save based on their size

  • Small size - DC 20
  • Medium size - DC 18
  • Large size - DC 16
  • Huge size - DC 14
  • Gargantuan size - DC 10

If the creature fails their save, They take 6d10 Fire damage and they gain one level of exhaustion. If they succeed their save they take half the damage and don’t gain exhaustion 

Elemental Conduit

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Elemental Ancestry
HERITAGE DAMAGE TYPE

Caustic Soul

Acid

Galvanic Mind

Lightning

Blazing Body

Fire

Psionic Essence

Psychic 

Pinnacle of  power

Force

Withered essence 

Necrotic

Acrid Acuity

Poisen

Luminencnt Incarnation

Radiant 

Boreal soul

Cold

Thundering form

Thunder

You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Acrid Acuity

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Blazing Body

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Boreal soul

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Caustic Soul

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Galvanic Mind

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Luminescent Incarnation

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Pinnacle of Power

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Psionic Essence

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Thundering Form

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Withered essence

At 1st level, you choose what element you are associated with. All of your later features will be effected by the element you chose

Universal Resilience

As magic flows through your body, it causes physical traits of your ancestors to emerge. At 1st level, your hit point maximum by increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of waxy ashes. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Sacrificial Immolation

Starting at 6th level, you are able to connect your magical soul to your physical body. By expending either health points or gaining a condition (Dictated by DM) you are able to regain spell slots, health points, or meta magic points depending on the sacrifice. You will state the desired resource to regain, and the dm will tell you what the cost will be depending on the power or severity of the resource. You are not committed to any one action or another until the dm confirms with you what you want and is sure you’re aware of the cost.

Elemental Affinity

Starting at 14th level, you begin to see the final fragments of your being and can start to mould them to your whims.  You can uses your sorcery points to change the effects and properties of your spells and their influences on the world. By asking your DM the cost and consequence of of the action, you can expend resources in order to gain benefits that equal the expenditure. This includes but I’d not limited to changing the type of magic from the kind it is into that of your main attribute, changing the aoe size and shape of a spell, and altering the save or effect of the spell.

You might be able to achieve something beyond the scope of the above examples. State your sought effect to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance. This spell might simply fail, the effect you desire might only be partly achieved, or you might succeed beyond your original implication. For example, changing the effects of a Burning Hands to make the fan more compact and thin may increase the range or make it pass through obstacles. Similarly if you change the effect of Thunder Wave to deal fire damage, it may deal fire damage but also set fire to anything within the aoe, as well as increase the knock back due to the pressure

Selfish Immolation

Beginning at 18th level, you are not able to only gain resources from yourself and your own body, but also the world around you. By burning or absorbing any object, creature, or energy you can gain certain buffs, effects or resources based on how the DM dictates their value. consuming a box or pile of planks would provide less benefit than burning an entire lumber yard or a set of matching magical artifacts which would grant much larger buffs and benifits.

When you target a living creature the target creature makes a charisma save based on their size

  • Small size - DC 20
  • Medium size - DC 18
  • Large size - DC 16
  • Huge size - DC 14
  • Gargantuan size - DC 10

If the creature fails their save, They take 6d10 Fire damage and they gain one level of exhaustion. If they succeed their save they take half the damage and don’t gain exhaustion 

Elemental Purist Image

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