Base Class: Sorcerer
One element has fused with your blood, either lightning, earth, fire, water, or acid. This element influences your personality, spellcasting ability, and eye color-light blue, grey, red, dark blue, or green. Your spellcasting ability uses your dexterity instead of charisma.
Elemental Strength
Your maximum health increases by 1, and by 1 again whenever you gain a level.
Elemental Bloodloss
When a creature attacks and hits you with a melee attack while you are bloodied, you may deal them 2d8+your dexterity modifier damage of your element type as your elemental blood splashes onto that creature. You may spend 1 sorcery point to add +4 of your element damage. You must take a long rest before using this power again.
Elemental Shift
Starting at the 14th level, you gain the ability to teleport up to your movement speed. You must teleport to an unoccupied space, and one or two creatures that you teleport next to will take 2d6+your Dexterity modifier damage of your element choice. You regain this ability at dawn.
Elemental Aura
Starting at the 18th level, you may cast an aura of your chosen element. The aura reaches 20 feet. Any creature who ends its turn in the aura takes 2d4+your dexterity modifier of your elemental damage type. Any creature who is hit by an attack that deals your element type damage while in your aura takes an additional 2d6 of your element damage type. The aura lasts for 1 hour. You regain this ability at dawn.
Blood Element
Choose which element is fused with your blood. This will affect other class features based on your choice.
Choose Fire, Lighting(thunder), Acid(poison), Earth, or water.
The options feature is broken, keep track of it yourself
Previous Versions
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9/21/2019 3:20:36 PM
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