Base Class: Sorcerer
Your innate magic comes from the power of the elemental planes. The magic of the planes permeates your being allowing you a greater level of control of those forces as your level progresses. This can be easily altered to suit any elemental damages. It made sense to have both the lightning and thunder damage types.
Level 3: Elemental Spell List
Spells automatically prepared. You must expend a spell slot to use but they do not count against your total spells prepared.
I would alternate out shatter and actually add a number of other spells but cannot share this if I do.
Level 3: Elemental Speaker
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Level 3: Blustery Magic
Starting at 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. This is always accompanied by a low boom or audible popping sound like a quiet bit of thunder or the crackle of electricity (Caster or DM's Choice).
Level 3: Elemental Alteration
Starting at level 3 you must choose to alter the damage type of the offensive spells you cast to thunder or lightning damage. You No Longer are able to use other offensive magic damage types without expending a Spell Point
Note: At your DM's discretion some spells or effects from spells may not be altered.
Level 6: Amplified Element
Any lightning or thunder spells cast are treated as if you are 1 level higher for effects (Damage, range, etc). In addition you may add your Charisma Modifier to your spell damage as well.
Level 6: Elemental Resistance/Transference
At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Level 6: Elemental Control
You can create pockets of relative safety within the effects of your storm magic. When you cast a storm magic spell that affects other creatures that you can see, you can choose a number of them equal to 1 plus your Charisma Modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Level 14: Elemental Retaliation
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Level 18: Elemental Soul
At 18th level, you gain immunity to lightning and thunder damage.
You are so attuned with the elements that you can maximize your elemental magic damage once per day dealing the maximum damage the spell allows plus your Charisma Modifier. You also impose increased difficulty on any applicable saving throws equal to your Charisma Modifier for this spell. You are unable to use this ability again until after a long rest without expending spell points equal to the spell level of the spell cast.
Previous Versions
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