Sorcerer
Base Class: Sorcerer

By some means, perhaps via powerful ritual or unusual circumstances around your birth, you have been tied to the primal elements that form the world. This connection has given you an innate connection to magic and increased control over the elements.

Elemental Attunement

While your connection to all 6 elements is strong, you focus your connection on one or more and can siphon the energies from those elements to gain additional benefits. After completing a long rest you gain 1 Attunement Point. Attunement Points can be invested as an action to gain Attunement in one of the elements, gaining the benefits from the listings below until the end of your next Long Rest. Taking a higher-level attunement includes, and sometimes modifies, the lower-level attunements of the same element. 1st level Attunements cost 1 Attunement Point, 2nd level costs 2, 3rd level costs 4, and 4th level costs 8. The number of Attunement Points granted increases as levels are gained in this class to 3 at 6th level, 6 at 14th level, and 12 at18th level.

The attunement options of this features refer to Associated Damage types. Below is a list of the elements and their corresponding Associated Damage Types.

  • Metal: Piercing, Slashing, Bludgeoning
  • Fire: Fire
  • Air: Thunder, Lightning
  • Water: Cold, Bludgeoning
  • Wood: Acid, Poison
  • Earth: Bludgeoning, Thunder, Necrotic
Air Attunement 1

After dealing damage of an associated type with a spell or casting Haste, Feather Fall, Fly, Levitate, Gust, or Gust of Wind you can expend one Sorcery point to use Disengage as a bonus action and additionally allow one ally to use their reaction to move up to their movement speed without provoking reactions based on movement (like AoO)

Air Attunement 2

After casting a spell that deals an associated damage type, you can select any number of affected creatures and spend the same number of Sorcery Points to force them to make a Con save against your spending DC or become stunned until the end of your next turn

Air Attunement 3

Movement made from this feature is not affected by difficult terrain

Air Attunement 4

Targets stunned by this feature retain that condition until they succeed a Con save at the end of each or your turns or for 1 minute, whichever comes first.

Earth Attunement 1

Any time you cast a Necromancy spell or a spell that deals an associated damage type, you can expend one Sorcery Point, deal 1d4 necrotic  damage per spell level (or 1d4 for a cantrip), and distribute that damage as healing to allies with 30ft of you.

Earth Attunement 2

Any time you cast a Necromancy spell or a spell that deals an associated damage type, you can expend one Sorcery Point to summon a magical cairn to protect you or another ally. Any creature that attempts to attack the protected ally must first roll a D20. On an 9 or lower, the attack targets the cairn instead. It has an AC of 9 + your Cha mod and Max HP of 1d12 per level of the triggering spell. It can follow the ally you selected unless they begin to levitate or fly. You may select a different ally for the cairn to protect as a bonus action.

Earth Attunement 3

The damage dealt, and therefore the healing distributed, from the 1st level Attunement is increased to 1d6.

Earth Attunement 4

You can now add your proficiency bonus to the cairn's AC, its HP is now calculated using 2d10 per spell level, and the roll required to attack your protected ally raises to 11

Fire Attunement 1

The first time that you deal a creature damage of an associated type in a turn, that creature will additionally take persistent damage of that type equal to 1d4 per spell level, 1 damage for damage without a spell level, for 1 minute. If a creature is already taking this persistent damage and you deal them damage of any associated type, you can choose whether or to replace the old condition with the new one.

Fire Attunement 2

Any time you deal fire damage to a creature that is already taking persistent damage from this feature, that creature also explodes dealing 1d6 fire damage per spell level, or 1d6 for anything other than a leveled spell, in a 10ft radius or half on successful Dex save.

Fire Attunement 3

Add Cha mod to persistent damage from this feature

Fire Attunement 4

Explosions are now triggered any time the persistent damage is applied, not just on reset, has a radius of 15ft and anyone that fails the Dex save is knocked prone.

Metal Attunement 1

After casting an Abjuration spell or a spell dealing an associated damage type, you can expend one Sorcery Point to cast the Shield spell as a reaction to a successful attack roll against you.

Metal Attunement 2

After casting a leveled Abjuration spell or a spell that deals an associated damage type, you can expend a Sorcery Point to immediately gain Temp HP equal to your Cha mod per spell level. If a creature hits you with a melee attack while you have these THP, they take piercing damage equal to your Cha mod per spell level.

Metal Attunement 3

The casting of shield from this feature now grants 1d4+5 to AC instead of +5

Metal Attunement 4

The THP and damage from 2nd level Attunement are doubled

Water Attunement 1

After healing or stabilizing an ally in any way or dealing damage of an associated type with a spell, you can spend one sorcery point to cast Healing Word at first level if the triggering effect was not a leveled spell or at the same level as the triggering spell otherwise

Water Attunement 2

After casting a spell that Deals an associated damage type, you can spend two Sorcery Points to cast Slow on all affected creatures

Water Attunement 3

The casts of Healing word from this feature can now affect up to 6 creatures within 60ft of you

Water Attunement 4

Creatures affected by the Slow from this feature have their movement speed reduced to 0

Wood Attunement 1

After casting an Enchantment or Illusion spell or a spell that deals damage of an associated type, you can expend a Sorcery Point to become invisible, as if by the Invisibility work, until the end of your current turn and can use the Hide action as a bonus action.

Wood Attunement 2

When you cast a spell that deals damage of an associated damage type, you can spend one Sorcery Point to add 1d6 per spell level (1d6 for cantrip) of that damage type for any target for which you have Advantage on your spell attack, the target has Disadvantage on their save against this spell, or you are hidden from them.

Wood Attunement 3

The invisibility granted by this feature is now treated as if from the Greater Invisibility spell and lasts until the end of your next turn.

Wood Attunement 4

The extra damage from this feature now also applies to targets that are in melee range of one of your allies and increases to 1d8 per spell level.

Elemental Dynamism

Connecting to the elements has become much easier for you. On a Short Rest, you may reset one or more of your attunements and reapply the remaining points as you see fit. Additionally, when casting a spell that deals damage of a type associated with any of your attunements, you may replace that damage type with any other type associated with one of your attunements.

Primal Prowess

Your connection with your attuned element(s) empowers your casting. You can spend 2 Sorcery Points to apply the benefits of the Elemental Adept Feat to any spell that deals damage of a type associated with any of your attuned Elements.

Elemental Fluidity

You've mastered each of the elements and changing between them. You can now reset your Attunements and reapply the Attunement Points as a bonus action a number of times equal to your proficiency modifier per Long Rest.

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