Sorcerer
Base Class: Sorcerer

You have been touched by the very essence of elemental power; whether it be fire, water, earth or air. You have much finer control over your element and can bring out the potential of spells associated with it.

You, or one of your descendants, was touched by elemental power. This can happen in many ways such as having been exposed to a powerful source of elemental power, having been transported to such a plane, or many other possible ways.

As you level up, you might develop certain physical traits such as flaming hair for the fire element or rock-like skin for the earth element.

Elemental Affinity

Each of the four elements is associated with a specific damage type, which is shown on the table below.

Element

Damage Type

Air

Lightning

Earth

Bludgeoning

Fire

Fire

Water

Cold


You must choose one of the four elements. Many of your abilities are based on which element you chose and you gain certain benefits associated with your elemental affinity.

Air

You are descended of elemental air and gain the following benefits as a result.

  • You are resistant to lightning damage.
  • You can cast the cantrip gust. This does not count against the number of cantrips that you know.

Earth

You are descended of elemental earth and gain the following benefits as a result.

  • You gain resistance to bludgeoning damage.
  • You can cast the cantrip mold earth. This does not count towards the number of cantrips that you can know.

Fire

You are descended of elemental air and gain the following benefits as a result.

  • You have resistance to fire damage. 
  • You can cast the cantrip control flames. This does not count against the number of cantrips that you know.

Water

You are descended of elemental air and gain the following benefits as a result.

  • You have resistance to cold damage.
  • You can cast the cantrip shape water. This does not count against the number of cantrips that you know.

Elemental Imbuement

At 6th level, you gain more abilities related to your element.

Air

Your improved mastery of elemental air grants you the following features.

  • You have advantage on all Dexterity saving throws.
  • You become able to cast the spell gust of wind as you would any other sorcerer spell. It does not count towards your spells known and must be cast by expending spell slots.

Earth

You gain further benefits from your connection to elemental earth.

  • Your unarmored armor class is 12 + your dexterity modifier.
  • You become able to cast the spell earth tremor as if you knew it. It does not count towards your number of spells known.

Fire

You gain additional features related you your elemental affinity.

  • You can reroll a number of 1s on damage rolls for a spell that deals fire damage equal to your charisma modifier. You must keep all new rolls.
  • You become able to cast the spell flame Blade as if you knew it. It does not count towards your number of spells known.

Water

You gain further benefits from your connection to elemental water.

  • You can take the Dodge action as a bonus action.
  • You become able to cast the spells cure wounds and mass healing word as if you knew them. They do not count towards your number of spells known.

Empowered Element

At 14th level, spells that are associated with your Elemental Affinity become more powerful. Whenever you cast a spell that is of a damage type associated with your elemental affinity, that spell will deal one additional damage die of damage.

Elemental Soul

You have become a master of your element and become able to suffuse your body with it. By spending 5 sorcery points you can cast one of the "Investiture" spells that is related to your element.

Air

You can cast Investiture of Wind by spending 5 sorcery points. You do not need to maintain concentration on it, it lasts for its full duration, and you can end it as a bonus action.

Earth

You can cast Investiture of Stone by spending 5 sorcery points. You do not need to maintain concentration on it, it lasts for its full duration, and you can end it as a bonus action.

Fire

You can cast Investiture of Flame by spending 5 sorcery points. You do not need to maintain concentration on it, it lasts for its full duration, and you can end it as a bonus action.

Water

You can cast Investiture of Ice by spending 5 sorcery points. You do not need to maintain concentration on it, it lasts for its full duration, and you can end it as a bonus action.

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