Sorcerer
Base Class: Sorcerer

Primordials come in various types of creatures. Even the very Sky was once a living primordial, though now dead and separated from the earth. Whatever visited you, you gain abilities fitting that type. For example, a primordial of the water visited you, you gain abilities fitting the water.

 

Elemental Visitor

At 1st level, you chose the being that visited you. The damage type you associated with the being is used by the features you gain later.

Primordial                                                                                          Damage Type


Sky                                                                                                                                      Air


Sound                                                                                                                             Thunder


Space                                                                                                                               Force


 Sun                                                                                                                                    Fire


Arctic                                                                                                                                 Cold


Energy                                                                                                                            Lightning


Life                                                                                                                                   Radiant


Pestilence                                                                                                                          Acid


Extinction                                                                                                                        Necrotic


 Knowledge                                                                                                                      Psychic

Trait of the Elements

Starting at 1st level you gain a trait from the primordial that visited you. It is all dependant on the type that previously visited you. For example, being visited by the Primordial of Space might make you seem less like one of your own race. However, no matter what the change, the change will make your AC equals 13 + your dexterity modifier.

Gift of the Primordial

At 6th level, you get a special feature that has to do with your Primordial visitor.

Air: You gain the ability to cast Fly at the cost of 2 sorcery points. 

Thunder: Anything dealing thunder damage or is sound-based, including the Message cantrip, doubles in casting distance. Cost 1 sorcery point.

Space: You gain the Eldritch Blast cantrip. Add your Charisma modifier to the damage at the cost of 1-4 sorcery points. Each blast has a separate point cost.

Sun:  You shed dim light in a 20-foot area, you can turn it on or off. All of your fire spells deal burn damage, similar to how the poison status works at the cost of 2 sorcery points.

Arctic: You are immune to cold environments and any water you touch turns to ice at the cost of 1 sorcery point. 

Energy: As a reaction, you can spend two sorcery points to absorb a lightning spell like a Lightning Rod. The damage you take is halved.

Life: You gain the Cure Wounds cantrip which doesn't conflict against the spells you know. If you use 3 sorcery points you can cast Spiritual Weapon Charisma as the spell attack bonus.

Pestilence: When you get hit, you can use a sorcery point to inflict poison on the enemy. The enemy takes 1d6 damage at the end of every turn until it succeeds a constitution saving throw.

Extinction: You very touch causes pain, at the cost of 2 sorcery points you can cast Inflict Wounds.

Knowledge: You have an advantage in seeing through illusions. When an illusion is purposefully used on you, you can spend four sorcery points to send it back to the user.

Specter of the Primal.

At 14th level, you have grown used to the powers the Elemental has given you, making its self known within you. As such you can summon their wrath at the cost of 7 sorcery points. It can only be done once per day.

Sky's Breath: As an action, you can create a tornado, your location as it's eye. The Tornado takes up sixty feet cylinder, but only people within thirty feet take damage. People within the thirty-foot marker have to make a Strength saving throw. If they fail they take 8d8 slashing damage and are blown to the outside of the Tornado. If they succeed they can remain planted to the ground, taking half damage. Those in the outer edge instantly succeed the saving throw but suffer Blindness and Deafness. Flying creatures instantly fail the save.

Sonic Doom: As an action, you can let out a scream that has a range of sixty-foot Cone.  Every person who in the cone must make a Constitution saving throw,  if they fail they take 10d6 thunder damage. If they succeed they take half damage. Every person within the cone is deaf for two turns, one if they succeeded.

Cosmic Starlight: You are surrounded by twelve stars, each one bright and dazzling like a comet. You can target, at maximum, twelve creatures with this spell. Each of the stars deals 1d6 + 1 force damage.

Heat Stroke: For the next five turns, you emit heat like the sun, causing everyone within twenty feet of you to take 1d8 fire damage whenever they enter or start there turn within twenty feet of you. Additionally, your fire spells have an advantage in the hit rolls and deal maximum damage within ten feet of you.

Arctic Touch: You touch a single creature, and invoke the wrath of the Primordial. The creature must make a CON save, if they fail they take 10d10 Ice damage and are frozen till they succeed. When Frozen, they have no movement or action. Fire instantly breaks them out but does max damage. If they succeed they take half. This cannot be affected by Metamagic.

Energy Bolt: You target a creature you can see within 120 feet of you. If they are wearing metal armor, the spell has an advantage on the hit. You send out a powerful bolt of lightning that deals 8d12 lightning damage. If the target is in water, every creature within sixty feet of the target must take half the damage.

Gracious Life: You shed bright light for thirty feet and dim for an extra thirty. Any ally within the bright light gets healed equal to your CHA times 5. Anything else takes 5d6 radiant damage and is blinded. Note, the healing spell can only heal your allies only ONCE.

Toxic Aura: For the next four turns, any acid or poison damage you do instantly poisons the enemy. They also take double damage from any poison that they take at the beginning of their turn.

Memento Mori: Anything within five feet of you takes 10d10 necrotic damage. Up to two creatures make a wisdom saving throw and are charmed by you. The charm forces them to come as close to you as they possibly can,  forcing them to take there turn immediately, just so they move to you.

Mind Crush:  You create two copies of yourself, each of them look and act exactly like you. The enemy has to roll a 1d6. If the roll is a 1-4 it hits a copy. Anything else is a hit on you. If the enemy hits the wrong version, they take 5d6 phycic damage. The illusions cannot attack unless they themselves get hit.

 

The Champion of the Elements.

At the 18th level, you become resistant to the damage type that you chose.

As an action, you can use 10 of your sorcery points to retrieve your primordial from it's resting place within yourself. They act as a shield for you and have the same health you do and block all attacks. However, they are immune to the element they represent. The Primordial remains until there hit points reach zero. But, if you dispell them early, you can activate a feature.

Air: Oxygen Destroyer: There is no atmosphere anywhere within twenty feet of the Primordial. Any Creature within it takes 10d10 bludgeoning damage.

Sound: Banshee Screech: This Primordial doesn't move, but non-allies take 16d6 thunder damage within 120 feet of it. Everything is deaf within that area.

Space: Lunar Beam: From the Primordial eye shoots a laser of powerful force energy. Within a line, every creature must make a dexterity saving throw. If they fail, they take 8d10 force damage. If they succeed they take half as much damage. 20/120 line.

Sun: Supernova: Everything within thirty feet is caught up in a fiery explosion. Taking 10d8 fire damage. Everyone is also blinded as long as it remains within the area. Anything 30 feet outside of the blast must make a CON save. If they fail they take half the damage of the explosion, if they succeed they take none of it.

Arctic: Ice Age: Everything freezes around you, even the air. Everything within sixty feet of you is now considered rough terrain for the next five turns. Anyone within the terrain takes 4d6 cold damage. If you are in an area filled with water or mist, the distance of the feature doubles alongside the length it exists.

Energy: Plasma Storm: Four opponents, of your choice, within 80 feet of you takes 4d8 Lightning damage. The effect can stack on one opponent or multiple.

Life: Creation:  Any undead creature that is CR 6 or lower must make a WIS saving throw within 60 feet of you. If it fails they are destroyed. If they succeed they are instead turned.

Pestilence: Miasma: The area 80 feet around you is now a poisonous swamp. The area turns into rough terrain and everyone must make a CON saving throw as long as they're in the area excluding allies. If they fail they take 4d8 acid damage and are poisoned if they succeed they take half and aren't poisoned. All poison damage they take is maxed out within the area. Additionally, the poison damage is doubled as long as they are within the terrain. 

Extinction: Destruction: Any creature that is considered living must make a CON saving throw within thirty feet of you.  If they fail they take 12d8 + 20 Necrotic damage, if they succeed they take half of the damage. Additionally, if they failed, they will act as if they were hit by the Bestow Curse spell. If they die within 3 turns since the curse was bestowed, they will revive as a zombie and be loyal to you. Listening to your every command. All Plantoid and Water Element creatures take the throw with disadvantage. (If knowledge of a good Zombie to put here, please comment.)

Knowledge: Eldritch Curse:  Within sixty feet of where you are in a sphere, you disrupt the minds of everyone. They take 4d6 phycic damage and all illusions are dispelled and you are a moving Sanctuary spell. Additionally, all spell casters must make an INT Saving Throw. If they fail they are, unable to even use their spells for two turns. If they succeed, this effect doesn't happen.

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