Sorcerer
Base Class: Sorcerer

Your ancestors have crossed paths with powerful elementals on many occasions. Over time, your ancestors have acquired abilities of their own, some through pacts, others through ancient rituals. Now these powers are yours as well to use. Be swift like the coursing river, have all the force of a great typhoon, or be as strong as a raging fire.

Level 3: Elemental Protection

The elements come to your aid whenever you're about to be hit. Be it water slowing down the attack, air pushing you out of the way, or earth shielding you, it is clear you are protected. When you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Level 3: Elemental Ancestor

At 1st level, you choose one type of elemental as your ancestor. The damage type associated with each elemental is used by features you gain later.

 

Elemental Ancestry

Elemental Damage Type

Water

Cold and Poison

Air

Lightning and Thunder

Fire

Fire and Radiant

Earth

Bludgeoning and Acid

 

You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals or genasi, your proficiency bonus is doubled if it applies to the check.

Air Elemental Ancestry

You're overflowing with energy from the Elemental Plane of Air.

Earth Elemental Ancestry

You're overflowing with energy from the Elemental Plane of Earth.

Fire Elemental Ancestry

You're overflowing with energy from the Elemental Plane of Fire.

Water Elemental Ancestry

You're overflowing with energy from the Elemental Plane of Water.

Level 6: 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.

You gain resistance to the damage types associated with your Elemental Ancestor

Additionally, you gain an ability based on your ancestor:

Air Affinity

You've grown in power with your Air Ancestry. You gain resistance to Lightning and Thunder Damage and whenever you cast a spell that deals either damage type you add your Cha Modifier to one damage roll.

You also gain a 30ft flying speed. Additionally, you don’t set off weight-based traps, unless willing.

Earth Affinity

You've grown in power with your Earth Ancestry. You gain resistance to Acid and Bludgeoning Damage and whenever you cast a spell that deals either damage type you add your Cha Modifier to one damage roll.

You also gain 10ft of tremorsense. Additionally, you gain +1 to your AC if there is earth, sand, or loose stone within 10ft of you.

Fire Affinity

You've grown in power with your Fire Ancestry. You gain resistance to Fire and Radiant Damage and whenever you cast a spell that deals either damage type you add your Cha Modifier to one damage roll.

You gain a 15ft walking speed bonus. Additionally, when you cast a spell that causes Fire damage, you can reroll any 1s and 2s and must take the new roll.

Water Affinity

You've grown in power with your Water Ancestry. You gain resistance to Cold and Poison Damage and whenever you cast a spell that deals either damage type you add your Cha Modifier to one damage roll.

You also gain a Swimming speed of 30ft and the ability to breathe underwater. 

Natural Attunement

At 14th level, you can cast Conjure Minor Elementals once per long rest. The elementals summoned by the spell must be of your elemental affinity. You can use languages to determine this. Elementals that know Ignan can be summoned by sorcerers with a Fire Elemental ancestor, Aquan by ones with Water Elemental ancestry, Auran by Air, and Terran by Earth. If an elemental knows two (or more) langauges languages, it is considered of both affinities. For example, a Steam Mephit can be summoned by sorcerers with either Water or Fire Elemental ancestry.

Additionally, you gain an ability depending on your ancestor:

 

Air Attunement

You can cast the Catapult spell with the following bonuses: the object and the target now each take an additional 1d8 bludgeoning damage; the object can now fly up to 120ft; if the object strikes a creature within the first 30ft of its flight, the creature makes the dexterity saving throw at a disadvantage. 

Additionally, your fly speed increases to 60ft and while flying opportunity attacks against you are made at a disadvantage.

Earth Attunement

You can cast the Earth Tremor spell with the following bonuses: the spell deals an additional 3d6 + 4 bludgeoning damage; the spell's range is 30ft. You can choose any creatures in the area of the spell to not be affected. Additionally, your tremorsense is now 20ft.

Fire Attunement

When you cast the Burning Hands spell you do so with the following bonuses: the spell deals an additional 2d6 fire damage; the spell is cast over a 30ft cone; any creature within the first 10ft of the cone make the Dexterity saving throw at a disadvantage. Additionally, your walking speed bonus is now 25ft.

Water Attunement

You can cast the Ice Knife spell with the following bonuses: the spell deals an additional 1d10 piercing damage; the spell's range is 90ft; the shard's explosion extends 10ft. Alternatively, you can cast the spell as written as a bonus action. Additionally, your swimming speed is now at minimum 60ft.

Level 18: Elemental Emanation

You may take an action assume an Elemental Form for 10 minutes or until you are incapacitate. When in this form you gain the following abilities:

  • Grow one size category
  • As an action you may make a Melee or Ranged attack against a creature you can see within 60ft using your spellcasting modifier. On a hit you deal 4d10 each (or 8d10 total) of both damages associated with your Elemental Ancestry (Lightning and Thunder, Acid and Bludgeoning, Fire and Radiant, Cold and Poison). This damage bypasses Immunity and Resistance. 
  • As a bonus action you may force any creature in a 20ft radius of a point you can see within 90ft to make a Dexterity Save against your spell save DC or take 4d6 each (or 8d6 total) of both damage types associated with your Elemental Ancestry and be knocked prone if size Huge or smaller, half on success. 
  • Gain a flying speed of 60ft if you don't already have one or increase your flying speed by an additional 60ft
  • Gain the ability to share a space with a creature of size Medium or smaller. 

You may use this feature once per long rest or spend 7 Sorcery Points to use it an additional time. 

Air Emanation

You deal Lightning and Thunder damage. 

Earth Emanation

You deal Acid and Bludgeoning Damage

Fire Emanation

You deal Fire and Radiant Damage

Water Emanation

You deal Cold and Poison Damage

Comments

Posts Quoted:
Reply
Clear All Quotes