Base Class: Sorcerer
While your innate magic comes from the elements, your affinity for the basic elements allows you the ability to see where their true potential lay, in combining different elements and the ensuing reactions. Most will trace this power to the purest living forms of the four basic elements blessing them with control over the elements and in some cases less common elements, you or your lineage may have gained a favor from an elemental creature. However the case, the elemental control you exhibit surges within you.
Elemental Reaction
Starting when you choose this Origin at your 1st level, during combat elemental damage you deal of the following type, Air, Earth, Fire, Water, Ice, Lightning, and Radiant, will generate a mark of the elemental damage inflicted. The mark will last three rounds. If another mark is gained and can create a reaction cancel both marks to create said elemental reaction. Elemental damage caused by a reaction will not create a mark unless stated otherwise.
When you gain two marks at once an elemental reaction occurs if the two elements can react with each other.
- Swirl - Air + any element: Swirl will cause a 10ft radius to be engulfed in the element of the opposing type to Air on top of the creature. Creatures you chose within this 10ft radius will take elemental damage corresponding to the type used (ie. Fire, Water, Ice, Lightning, Earth, and Radiant) equal to half your sorcerer level. This damage will generate a mark of the corresponding element.
- Crystalize - Earth + any element: Crystalize will give you an elemental shield corresponding to the type used(ie. Fire, Water, Ice, Lightning, Air, and Radiant) that gives you temporary hit points equal to your constitution modifier + you hit dice + half your sorcerer level and resistance to the element used for one round.
- Vaporize - Fire + Water: Cause the damage that created this reaction to double and the creature takes Fire or Water damage equal to half your sorcerer level(determined by the spell that created this).
- Melt - Fire + Ice: The creature will take 1d8 Ice or Fire damage(determined by the spell that created this reaction). The creatures movement speed is halved and they have disadvantage to CON saving throws for one round.
- Frozen - Ice + Water: The creatures movement speed is 0 and has disadvantage to CON saving throws. The creature may make a CON saving throw to remove frozen. During this state they take Ice damage equal to your sorcerer level the next time they receive damage. The creature will remain frozen until they take damage, make a successful CON saving throw, or three rounds have passed.
- Overload - Lightning + Fire: Cause an explosion in a 10ft radius of the creature. Creatures you chose in the 10ft radius will take 1d8 Fire damage + half your sorcerer level and are shoved 10ft from the radius. They have disadvantage to DEX saving throws which last for one round.
- Super Conduct - Ice + Lightning: Cause an explosion of charged ice under the creature 10ft in radius. this explosion lowers the affected creatures AC by 1 + a quarter of your sorcerer level(rounded down) and when taking damage take an additional 1d8 Lightning damage for one rounds.
- Electro Charged - Lightning + Water: The creature and two others of your choice at least 30ft from the last creature hit in this chain take 1d8 + your sorcerer level of Lightning damage.
- Holy Fire - Radiant + Fire: The creature takes 1d8 Radiant damage and generate a special Fire mark. When this mark is used to create a reaction the creature takes 1d8 and generate a Radiant mark.
- Divine Lightning - Radiant + Lightning: Generate a special Lightning mark that can not be removed via reaction. Deal an additional 1d8 + your sorcerer level of Lightning damage when a reaction with this special mark occurs. This mark last for two rounds.
- Radiant Orb Radiant + Water: Create a Radiant Orb underneath the creature. The Orb will explode for damage equal to 1d12 Radiant damage in a 5ft radius of the Orb. This Orb will explode after being hit or when they make contact with either Lightning or Fire in which case they have an additional effect.
- Lightning Orb - Radiant Orb + Lightning: When an Orb is hit with a Lightning spell the Orb will activate causing the Orb to Automatically target a creature of your choice in a 100ft radius of the Orb dealing 1d12 Radiant damage and damage equal to the spell that hit the Orb.
- Explosion - Radiant Orb + Fire: When a Radiant Orb is hit with a fire spell the Orb will explode in a 15ft radius of the Orb dealing 1d12 radiant damage and damage equal to the spell that hit the Radiant Orb.
If two elements can not react with each other both marks will continue to linger. Both can react at the same time if another mark can react with both, otherwise only one reaction will occur and the non-reaction mark will continue to linger.
Factor Spell Zone
At 6th level, your revelation regarding the elements and their potential have expanded to encompass a complete control of the construction of spells.
your elemental potential allows you to restructure the makeup of all your spells and change their damage type. When casting a damaging spell, you may change the spells damage type prior to casting to the following element: Air, Earth, Fire, Water, Ice, Lightning, and Radiant.
Upon changing the spells damage type, the spell will continue to use the same saving throw, inflict the same condition, and use the same rolls regardless of the type of spell casted. If the spells damage type was changed to the same damage type of the original spell, increase the damage by an additional 1d4.
When a spell is cast in a 60ft radius of you, as a reaction you may change the damage type of said spell to the same elements you can change your spells to and can choose to reduce the damage by 1d4. The target may make a CHA saving throw to stop the spell from changing damage type.
When you change a spell's damage type you may expend 1 sorcery point to gain a resistance to that damage type for one hour.
Quadratic Reaction
At 14th level, your understanding of replicating and composing elemental reactions allows you to rapidly spread their effects to multiple enemies. When you cause an elemental reaction that results in damage, you may cause that reaction to immediately activate on any number of chosen creatures in a 10ft radius of the original creature with halve of their damage. Your reactions gain an additional 1d6 + your charisma modifier in damage.
Purest Living Form
Beginning at 18th level, the elementals respond to your call and rather than a battle of wills the elemental that responds to you willingly follows your commands for one hour. You gain the ability to summons an elemental equal to your capabilities in combat and will manifest in an unoccupied space that you can see in a 90ft radius. As an action when you activate this ability, chose an element: Air, Earth, Fire, Water, Ice, Lightning, or Radiant. The creature will resemble your form engulfed in the chosen element, which determines certain traits. The creature disappears when it drops to 0 hit points or when the ability ends. Additionally upon summon, the creature will deal 6d12 damage of it's respective type in a 10ft radius around it.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The creature will reform next to you if it moves or is forced to move beyond a 90ft radius from you. Damage dealt by this summon will apply a mark of the respective element. During your turn when casting a spell you may cast the spell from the elemental, the range of the spell starts from them, and their damage type is always that of the elemental.
| Elemental Avatar | |||||
|---|---|---|---|---|---|
| Medium elemental | |||||
| Armor Class: 11 + Charisma Modifier (natural armor) | |||||
| Hit Points: 100 | |||||
| Speed: 40 ft.; burrow 40 ft. (Earth and Ice only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only) | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 18 (+4) | 15 (+2) | 17 (+3) | 4 (-3) | 10 (+0) | 16 (+3) |
| Damage Resistances: acid (Water only); lightning and thunder (Air and Lightning only); piercing and slashing (Earth and Ice only); Radiant (Radiant only) | |||||
| Damage Immunities: poison; fire (Fire only) | |||||
| Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious | |||||
| Senses: darkvision 60 ft., passive Perception 10 | |||||
| Languages: Primordial, understands the languages you speak | |||||
| Challenge: — | |||||
| Proficiency Bonus: equals your bonus | |||||
| Amorphous Form (Air, Fire, Water, Lightning, Radiant Only). The elemental can move through a space as narrow as 1 inch wide without squeezing. | |||||
| Actions | |||||
| Multiattack. The elemental makes a number of attacks equal to your charisma modifier. | |||||
| Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + your charisma modifier damage of the corresponding element (Air, Earth, Fire, Water, Ice, Lightning, and Radiant). | |||||
Previous Versions
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4/19/2024 7:53:13 PM
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4/25/2024 10:38:56 PM
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