Sorcerer
Base Class: Sorcerer

You draw your magical power for a connection to an Elemental Plane.

Elemental Ancestor

At 1st level, you choose one type of basic Elements as your ancestral source of power. The damage type associated with each Element is used by features you gain later, you also get a cantrip based on which element you choose.

Planar Ancestry

Elemental Plane

DAMAGE TYPE

Earth

Acid

Air

Lightning

Fire

Fire

Water

Cold

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

Element of Air

Your Ancestry is tied to the Elemental Plane of Air. You learn the Gust Cantrip and it doesn't count against the number of Cantrips known. 

Element of Earth

Your Ancestry is tied to the Elemental Plane of Earth. You learn the Mold Earth cantrip and it doesn't count against the number of cantrips know.

Element of Fire

Your Ancestry  is tied to the Elemental Plane of Fire and learn the Control Flames Cantrips which doesn't count against the number of Cantrips known.

Element of Water

Your Ancestry  is tied to the Elemental Plane of Water and you learn the Shape Water Cantrip and it doesn't count against the number of Cantrips known.

Elemental Resilience

As magic flows through your body, it causes your spells of your Planar ancestors to change and become stronger and strengthen your defenses.

At 1st level, you can re-rolls 1's on the damage spells of your elemental ancestry, you must use this new roll even if it is a 1. 

Additionally, when you cast a spell of 1st level or higher associated with your Plane's damage type your defense is temporary strengthened granting you a bonus to AC and Saving Throws equal to your proficiency bonus until the start of your next turn.

However you may not cast any damaging spells that do not share at least one damage type with your elemental ancestry and if you have a choice of which type it deals, it must deal the same as your elemental ancestry, 

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your Elemental ancestry, you can add your Charisma modifier to one damage roll of that spell.

Also you gain resistance to the type of damage associated with your Elemental ancestry and your spells associated with you Planar Ancestry ignore damage resistance.

As a Bonus Action you can spend 3 sorcerer points to create a whip out of your elemental type, once created this weapon is treated a normal physical object even though it still deals elemental damage. There weapons deal 2d6 damage of the same type as your elemental Ancestry at 6th level and an additional 1d6 at levels 14 and 18. You are considered proficient with the weapon and use your Charisma for the attack and damage bonus. 

Elemental Adaption

At 14th level, you gain the ability to survive in Plane associated with your ancestry with no ill effects while on that plane. For example, on the Plane of Fire you don't have to worry about the ambient heat, on the Plane of Water you gain the ability to Breath Water, on the Plane of Earth you aren't crushed and can move freely, etc.

Also you can spend 1 sorcerer point to increase your resistance to damage associated with your plane increases to Immunity from that damage for 1 hour.

Finally you also gain cast spells that deal damage of one of the adjacent plane as show from the list below.

Earth is adjacent to Water and Fire.

Fire is adjacent to Earth and Air.

Air is adjacent to Fire and Water.

Water is adjacent to Air and Earth.

Once this choice is made it can not be changed.

Elemental Mastery

Beginning at 18th level, you can channel the power of your plane to empower your magic and yourself. As an action you can spend 5 sorcery points to cause a translucent aura of you plane to appears around you and you partial-phase into your plane. While this aura is active whenever you cast a spell that does damage it ignores immunity, you have advantage on spell attack rolls and you also gain resistance to bludgeoning, piercing and slashing damage. This effect lasts for 1 minute, until you lose concentration or end it. 

 

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