Sorcerer
Base Class: Sorcerer

You can harness primordial magic from one of the elemental planes in a similar manner to that of the genies. Most often, sorcerers with this origin can trace their lineage back to a sorcerer who made a bargain with a genie, or who was sired by a genie parent. Alternatively, these capabilities may have emerged within you through exceptional circumstances. For instance, your soul may have briefly come into direct contact with one of the primordial planes during a planar convergence, triggering the elemental infusion process which creates a genie, but cut short before your soul could be consumed by the process.

Elemental Source

1st-level Genie Soul feature

At 1st level, you choose the elemental plane from which you draw your magical capabilities. The element you choose also determines features you gain later.

You can speak, read, and write Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants, common among the elemental planes. You speak a particular dialect of Primordial—either Aquan, Auran, Ignan, or Terran—determined by the elemental plane from which you draw your magic. However, you are able to understand and be understood by those who speak any of its dialects.

Air

Your sorcerous capabilities arise from the Elemental Plane of Air, and you can harness the magic of the djinn. You may have a Djinni ancestor, or have gained your power through exposure to a surge of elemental air. You can speak, read, and write the Auran dialect of Primordial.

Earth

Your sorcerous capabilities stem from the Elemental Plane of Earth, and you can harness the magic of the dao. You may have a Dao ancestor, or have gained your power through exposure to a surge of elemental earth. You can speak, read, and write the Terran dialect of Primordial.

Fire

Your sorcerous capabilities alight from the Elemental Plane of Fire, and you can harness the magic of the efreet. You may have an Efreeti ancestor, or have gained your power through exposure to a surge of elemental fire. You can speak, read, and write the Ignan dialect of Primordial.

Water

Your sorcerous capabilities flow from the Elemental Plane of Water, and you can harness the magic of the marids. You may have a Marid ancestor, or have gained your power through exposure to a surge of elemental water. You can speak, read, and write the Aquan dialect of Primordial.

Elemental Spells

1st-level Genie Soul feature

At 1st level, your connection to the elemental plane from which you draw your magic allows you an intuitive affinity to spells which manipulate the corresponding element. You learn additional spells when you reach certain levels in this class, as shown on the corresponding Elemental Spells table. The 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.

Air Plane Spells

Earth Plane Spells

Fire Plane Spells

Water Plane Spells

Elemental Manipulation

1st-level Genie Soul feature

Starting at 1st level, you are able to skillfully manipulate, at will, the element native to the plane from which you draw your magic. You learn an improved version of one cantrip, determined by your choice of elemental plane and indicated below.

Air

You learn an improved version of the gust cantrip, which doesn’t count against the number of sorcerer cantrips you know.

When you cast improved gust, you can perform the following additional tasks:

  • You create a narrow bolt of compressed air which targets one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • When you successfully push a creature, you can push them in any direction of your choice (not just away from you).

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 10 pounds. The object is pushed up to 10 feet in a direction of your choice, or up to 15 feet if the object weighs no more than 5 pounds. It isn’t pushed with enough force to cause damage.

Earth

You learn an improved version of the mold earth cantrip, which doesn’t count against the number of sorcerer cantrips you know.

When you cast improved mold earth, you can perform the following additional tasks:

  • If you target a stone weighing 1 to 5 pounds that isn’t being worn or carried, you can launch it at a creature within 30 feet of the stone. If you target an area of loose earth, you can compact 5 pounds of it into a projectile which is launched instead. Make a ranged spell attack against the creature. On a hit, the creature takes 1d8 bludgeoning damage and the projectile is destroyed. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • You can maintain three (instead of two) of its non-instantaneous effects at a time, and can dismiss such an effect with a bonus action (instead of an action).

Fire

You learn an improved version of the control flames cantrip, which doesn’t count against the number of sorcerer cantrips you know.

When you cast improved control flames, you can perform the following additional tasks:

  • You can target a magical instead of a nonmagical flame, though you can not extinguish a magical flame.

  • You can cause tendrils of fire to instantaneously burst from the flame in all directions. Each creature within 5 feet of the flame must succeed on a Dexterity saving throw or take 1d6 fire damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

  • You can maintain four (instead of three) of its non-instantaneous effects at a time, and can dismiss such an effect with a bonus action (instead of an action).

Water

You learn an improved version of the shape water cantrip, which doesn’t count against the number of sorcerer cantrips you know.

When you cast improved shape water, you can perform the following additional tasks:

  • You instantaneously freeze a small amount of the water into a shard of ice, which is launched at a creature of your choice within 30 feet of the water. Make a ranged spell attack against the creature. On a hit, the creature takes 1d8 piercing damage. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • You can maintain three (instead of two) of its non-instantaneous effects at a time, and can dismiss such an effect with a bonus action (instead of an action).

Planar Sorcery

6th-level Genie Soul feature

Beginning at 6th level, when you cast any of the spells gained from your Elemental Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no components.

When you cast conjure minor elementals or conjure elemental using sorcery points, you can only summon elementals which speak your own dialect of Primordial. For instance, if you draw your power from the Elemental Plane of Earth, you can only summon elementals which speak Terran. Examples are given in the Sample Elementals table. Additionally, elementals which you summon in this way have temporary hit points equal to your Charisma modifier per challenge rating of the creature (rounded down, minimum of 1).

Sample Elementals

Plane Dialect Elementals

Air

Auran

Smoke Mephit, Ice Mephit, Dust Mephit, Air Elemental

Earth

Terran

Mud Mephit, Dust Mephit, Magma Mephit, Gargoyle, Earth Elemental

Fire

Ignan

Smoke Mephit, Steam Mephit, Magma Mephit, Magmin, Azer, Fire Elemental

Water

Aquan

Mud Mephit, Steam Mephit, Ice Mephit, Water Elemental

Primordial Resistance

6th-level Genie Soul feature

Beginning at 6th level, exposure to the raw primordial power of an elemental plane causes your physical form to adapt. You gain some resistances, determined by your choice of elemental source and indicated below.

Air

You gain resistance to lightning and thunder damage, and you have advantage on saving throws against being deafened.

Earth

You gain resistance to slashing damage, and you have advantage on saving throws against being petrified or knocked prone.

Fire

You gain resistance to fire and radiant damage, and you have advantage on saving throws against being blinded.

Water

You gain resistance to acid and bludgeoning damage, and you have advantage on saving throws against being restrained.

Lesser Wish

14th-level Genie Soul feature

At 14th level, you gain a semblance of the most powerful genie magic. You gain the ability to shape reality in accordance with your desires merely by speaking aloud. As an action, you expend a spell slot of 6th level and duplicate the effects of any spell of 4th level or lower, or of a spell of 5th level which appears on the Sorcerer spell list. You don't need to meet any requirements for the spell you duplicate, including costly components. The spell simply takes effect.

If you expend a spell slot of 7th level or higher, you can duplicate the effects of any spell of 5th level or lower, or of a spell of 6th level which appears on the Sorcerer spell list.

The stress of casting lesser wish can weaken you. When you use this ability, make a Constitution saving throw with DC equal to 6 + twice the level of the spell you duplicated. On a failed save, you take one point of exhaustion.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Primordial Attunement

14th-level Genie Soul feature

Beginning at 14th level, you are better able to attune to and discern changes associated with the element from which you draw your innate magic. Your physical capabilities or senses are heightened, in a manner determined by your choice of elemental source and indicated below.

Air

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that involve hearing. Additionally, as a bonus action, you can spend 1 sorcery point to gain a flying speed equal to your walking speed for 1 minute.

Earth

You gain tremorsense out to a range of 30 feet, as described in chapter 12 of the Basic Rules, “Monsters”. Your tremorsense allows you to detect and pinpoint the origin of vibrations within a 30 foot radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Additionally, as a bonus action, you can spend 1 sorcery point to gain a burrowing speed of 10 feet for 1 minute.

Fire

You gain darkvision out to a range of 90 feet, as described in chapter 8, “Adventuring”. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Water

You can breathe water, and gain a swimming speed equal to your walking speed. Additionally, while you are underwater you gain blindsight out to a range of 30 feet, as described in chapter 12 of the Basic Rules, “Monsters”, and have advantage on Wisdom (Perception) and Dexterity (Stealth) checks.

Elemental Immersion

18th-level Genie Soul feature

Beginning at 18th level, you are able to merge your form with the element from whose plane you draw your sorcerous magic. Your physical adaptations develop further, and you gain a new means of movement, both determined by your choice of elemental source and indicated below.

Air

Thunderous Form. You gain immunity to being deafened and to thunder damage.

Air Immersion. You gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Earth

Rocky Form. You gain immunity to being petrified. You also gain resistance to bludgeoning and piercing damage from nonmagical sources.

Earth Immersion. You gain a magical burrowing speed of 20 feet. As an action, you can reduce your burrowing speed to 10 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical burrowing speed of 10 feet for 1 hour. Once you reduce your burrowing speed in this way, you can’t do so again until you finish a long rest.

Fire

Blazing Form. You gain immunity to fire damage.

Fire Immersion. You gain the ability to instantly step from one fire into another. When you are within 5 feet of a fire, as a bonus action you can spend 10 feet of movement to step into that fire reappear in a spot of your choice within 5 feet of another fire that you can see. The two fires must be no smaller than one size smaller than you, and can be no more than 500 feet apart.

Water

Liquid State. You gain resistance to cold damage.

Water Immersion. Your magical swimming speed increases to 60 feet. As an action, you can reduce your swimming speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical swimming speed of 30 feet for 1 hour. Once you reduce your swimming speed in this way, you can’t do so again until you finish a short or long rest.

Viscous Form. You gain the ability to make your body more or less viscous. You can move through a space one size smaller than you without squeezing, and two sizes smaller than you with squeezing. As a bonus action, you can spend 1 sorcery point to escape from nonmagical restraints or being grappled.

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