Base Class: Sorcerer
Elemental Affinity: At 1st level, you choose one of the following elements: fire, water, earth, or air. This choice determines the type of spells and abilities you gain access to throughout your journey as an Elemental Channeler.
Elemental Focus: Starting at 1st level, you gain the ability to manipulate your chosen element with finesse. You can cast spells that deal damage of your chosen element at their base level without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest.
Elemental Resilience: At 6th level, your bond with your chosen element strengthens your resilience. You gain resistance to damage types associated with your chosen element. Additionally, you gain advantage on saving throws against spells or effects that deal damage of your chosen element.
Elemental Infusion: Upon reaching 14th level, you can infuse your spells with the power of your chosen element, enhancing their effects. Whenever you cast a spell of 1st level or higher that deals damage, you can choose to infuse it with your chosen element. The target(s) of the spell must make a Constitution saving throw against your spell save DC. On a failed save, they suffer an additional 2d6 damage of your chosen element type. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest.
Elemental Mastery: At 18th level, you achieve true mastery over your chosen element. You gain the ability to cast the *Control Weather* spell without expending a spell slot. Additionally, you gain the following benefits:
- Fire: You gain resistance to fire damage and can cast *Fireball* at its lowest level without expending a spell slot once per long rest.
- Water: You gain the ability to breathe underwater and can cast *Tidal Wave* at its lowest level without expending a spell slot once per long rest.
- Earth: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and can cast *Stone Shape* at its lowest level without expending a spell slot once per long rest.
- Air: You gain a flying speed equal to your walking speed and can cast *Gust of Wind* at its lowest level without expending a spell slot once per long rest.
Elemental Affinity
At 1st level, you choose one of the following elements: fire, water, earth, or air. This choice determines the type of spells and abilities you gain access to throughout your journey as an Elemental Channeler.
Elemental Focus
Starting at 1st level, you gain the ability to manipulate your chosen element with finesse. You can cast spells that deal damage of your chosen element at their base level without expending a spell slot a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest.
Elemental Resilience
At 6th level, your bond with your chosen element strengthens your resilience. You gain resistance to damage types associated with your chosen element. Additionally, you gain advantage on saving throws against spells or effects that deal damage of your chosen element.
Elemental Infusion
Upon reaching 14th level, you can infuse your spells with the power of your chosen element, enhancing their effects. Whenever you cast a spell of 1st level or higher that deals damage, you can choose to infuse it with your chosen element. The target(s) of the spell must make a Constitution saving throw against your spell save DC. On a failed save, they suffer an additional 2d6 damage of your chosen element type. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of this feature after finishing a long rest.
Elemental Mastery
At 18th level, you achieve true mastery over your chosen element. You gain the ability to cast the *Control Weather* spell without expending a spell slot. Additionally, you gain the following benefits:
- Fire: You gain resistance to fire damage and can cast *Fireball* at its lowest level without expending a spell slot once per long rest.
- Water: You gain the ability to breathe underwater and can cast *Tidal Wave* at its lowest level without expending a spell slot once per long rest.
- Earth: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and can cast *Stone Shape* at its lowest level without expending a spell slot once per long rest.
- Air: You gain a flying speed equal to your walking speed and can cast *Gust of Wind* at its lowest level without expending a spell slot once per long rest.
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