Sorcerer
Base Class: Sorcerer

Little is known of the good God of Elementals, Themisthena. Legend holds she was the one for whom the primordial titans themselves once strived; shaping the world to seek her favour. However, as a force for balance and order within and between the elemental forces, it was, ironically, their chaotic actions that drove them apart from her when they needed her the most.

Now, her worship is found primarily among outcast factions amongst elementals across the planes. She has also been known to become manifest amongst mortals on the material plane, as shards of her power in the places she once walked find their way into the souls of a chosen few, granting them a fragment of her power. 

Radiant Spellcasting

You learn additional spells when you reach certain levels in this class, as shown on the Radiant Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abdjuration or evocation spell from the sorcerer, warlock, or cleric spell list.

Radiance Spells  
Sorcerer Level Spells
1st Faerie Fire, Shield
3rd Darkness, Prayer of Healing
5th Fireball, Intellect Fortress
7th Freedom of Movement, Stonekikn
9th Planar Binding, Wall of Force

Themisthena's Blessing

From 1st level, the blood within your veins strengthens you against certain damage; you become resistant to both Radiant, and Force damage. 

Plasma Bolt

Also at 1st level, you learn the spell Magic Missile. This does not count towards the number of spells you know. When you cast the spell Magic Missile you add your Charisma modifier to the damage of each missile. 

Once per short rest, you can cast magic missile using the highest spell slot you have available, without consuming that spell slot. 

A touch of the divine

At 6th level, when you use metamagic, you gain temporary hitpoints equal to your sorcerer level. You also gain the following metamagic option, which does not count towards the number of metamagics you know. 

Forceful Surge
When you cast a spell which deals fire, cold, lightning, or thunder damage, you can spend up to 3 sorcery points to deal an additional 1d8 force damage (per sorcery point) to a single  creature which took damage from the spell. 

Forceful Barrier

From 14th level, when you or an ally you can see within 60 feet would take damage, you may use your reaction to create a barrier around them reducing that damage by your sorcerer level plus your charisma modifier. If the damage type is fire, cold, lightning, or thunder, the damage reduction is doubled. 

If the damage is reduced to zero using this feature, the shimmering barrier holds around your ally for 1 minute, or until they next take damage.  While the barrier remains they have a shifting and stuttering appearance, as if the barrier is distorting and and masking their location; all creatures have disadvantage on attack rolls against them.

You may use this feature a number of times equal to your proficiency modifier, regaining all uses after a long rest. 

Storm of Justice

At 18th level, you may conjure the elemental fury of Themisthena from within you. As an action you may spend 5 sorcerery points, causing a swirling vortex with a 60 foot radius to appear above you, and choosing a number of allies within this area up to your Charisma modifier. For 1 minute, when a creature hits your nominated ally the creature takes 1d8 radiant damage, and the same again of force damage. Additionally, your nominated allies have resistance to fire, cold, lightning, thunder, radiant, and force damage for the duration. 

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