Sorcerer
Base Class: Sorcerer

Elemental Bloodline

Sorcerer Subclass (2024 Player’s Handbook compatible)

Your innate magic surges from a direct bond to one of the Elemental Planes. When you choose this subclass at 3rd level, you must select one plane: Air, Earth, Fire, or Water. This choice is permanent and shapes every feature of this subclass.

You are no longer of flesh. You are storm, stone, flame, or tide wearing mortal skin. At 14th level, your body rewrites itself mid-combat—bones become granite, blood ignites, lungs fill with wind. At 18th, you are the plane: a walking cataclysm that burns, drowns, crushes, or scatters armies. Your Elemental Focus is no longer conjured—it is your hand, your breath, your heartbeat. The Inner Planes do not grant you power. You are their envoy. And you have come to collect.


3rd Level – Elemental Origin

You are forever marked by your plane. Gain the following benefits based on your choice:

 
 
Plane Language Skill Proficiency Minor Trait (cosmetic, no mechanical effect)
Air Auran Acrobatics Your hair and clothes stir in a constant breeze.
Earth Terran Athletics Crystalline veins glint beneath your skin.
Fire Ignan Intimidation Your eyes glow like embers.
Water Aquan Stealth Your skin has a faint tidal shimmer.
 

Elemental Resistance You have resistance to one damage type tied to your plane:

  • Air → thunder
  • Earth → poison
  • Fire → fire
  • Water → cold

3rd Level – Elemental Focus

You conjure a weapon of pure elemental energy that grows with you. As a bonus action, you create an Elemental Focus in your hand. It counts as a simple melee weapon with which you are proficient. It lasts until you dismiss it (no action required) or you finish a long rest.

  • Damage: 1d8 + your Charisma modifier (damage type = your plane’s type; see table).
  • Properties: Finesse, light, thrown (range 20/60). When thrown, it vanishes after hitting or missing and instantly reappears in your hand.
 
 
Plane Damage Type Visual
Air thunder Crackling whirlwind blade
Earth bludgeoning Jagged obsidian shard
Fire fire Flaming whip-sword
Water cold Frozen liquid blade
 

The weapon scales with your sorcerer level:

 
 
Sorcerer Level Damage Die
3–4 1d8
5–10 1d10
11–16 2d6
17+ 2d8
 

Elemental Spell Surge When you cast a sorcerer spell of 1st level or higher that deals damage of your plane’s type, add your Charisma modifier to one damage roll of the spell (minimum +1). This applies after you expend sorcery points with Metamagic (e.g., Empowered Spell rerolls can include this bonus).


6th Level – Planar Step

As a bonus action, you expend 2 sorcery points to teleport up to 30 feet to an unoccupied space you can see. Until the end of your next turn, you gain a planar benefit based on your element:

  • Air: You have a flying speed equal to your walking speed.
  • Earth: You ignore difficult terrain and can move through solid earth or stone as if it were difficult terrain (you cannot end your turn inside a solid object).
  • Fire: Opportunity attacks against you have disadvantage.
  • Water: You gain a swimming speed equal to your walking speed and can breathe underwater.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all uses when you finish a long rest.


14th Level – Elemental Ascendancy

Your body begins to transmute into your element. When you cast a sorcerer spell of 1st level or higher that deals your plane’s damage type, you may embody your element for 1 minute (no action required). You can do this once per long rest, or by expending 4 sorcery points.

While embodied, you gain the following:

 
 
Plane Form Benefits
Air Tempest Wraith • You become incorporeal (resistance to nonmagical bludgeoning, piercing, and slashing). • Your flying speed becomes 60 feet (hover). • Once per turn, when you deal thunder damage, one creature within 5 feet takes 2d8 thunder (no save).
Earth Living Monolith • Your AC becomes 17 + Cha mod (if lower). • You gain tremorsense out to 60 feet. • Once per turn, when you take damage, the attacker takes 2d8 piercing from stone shards (no save).
Fire Infernal Blaze • You shed bright light 60 ft, dim 60 ft. • Melee attackers take 2d8 fire (no save). • Your fire spells ignore resistance (immunity becomes resistance).
Water Tidal Avatar • You gain amphibious (breathe air/water) and swim 60 ft. • You can occupy another creature’s space; they have disadvantage on attacks against you. • Once per turn, when you deal cold damage, reduce one target’s speed by 20 ft until your next turn.
 

Additionally, you permanently learn one 5th-level spell tied to your plane (doesn’t count against spells known):

 
 
Plane Spell
Air control winds
Earth wall of stone
Fire immolation
Water cone of cold
 

18th Level – Elemental Apotheosis

You become your plane. Your Elemental Focus is now a natural weapon (always active, cannot be disarmed). It deals 2d8 + 2 × Cha mod damage and has the reach property.

You gain two new reactions:

  1. Planar Rebuke (Reaction, when hit by a melee attack): The attacker takes 4d10 damage of your plane’s type (no save). Usable Cha mod times per long rest.
  2. Elemental Reflex (Reaction, when you take damage): You may end your Elemental Ascendancy form early to negate the damage (once per long rest).

Finally, your Elemental Spell Surge improves:

When you deal your plane’s damage type with a spell, add your Cha mod to every damage roll (not just one). Once per turn, you may double this bonus on one spell (no cost).

Elemental Focus

You conjure a weapon of pure elemental energy that grows with you. As a bonus action, you create an Elemental Focus in your hand. It counts as a simple melee weapon with which you are proficient. It lasts until you dismiss it (no action required) or you finish a long rest.

  • Damage: 1d8 + your Charisma modifier (damage type = your plane’s type; see table).
  • Properties: Finesse, light, thrown (range 20/60). When thrown, it vanishes after hitting or missing and instantly reappears in your hand.
 
 
Plane Damage Type Visual
Air thunder Crackling whirlwind blade
Earth bludgeoning Jagged obsidian shard
Fire fire Flaming whip-sword
Water cold Frozen liquid blade
 

The weapon scales with your sorcerer level:

 
 
Sorcerer Level Damage Die
3–4 1d8
5–10 1d10
11–16 2d6
17+ 2d8
 

Elemental Spell Surge When you cast a sorcerer spell of 1st level or higher that deals damage of your plane’s type, add your Charisma modifier to one damage roll of the spell (minimum +1). This applies after you expend sorcery points with Metamagic (e.g., Empowered Spell rerolls can include this bonus).

Elemental Origin

You are forever marked by your plane. Gain the following benefits based on your choice:

 
 
Plane Language Skill Proficiency Minor Trait (cosmetic, no mechanical effect)
Air Auran Acrobatics Your hair and clothes stir in a constant breeze.
Earth Terran Athletics Crystalline veins glint beneath your skin.
Fire Ignan Intimidation Your eyes glow like embers.
Water Aquan Stealth Your skin has a faint tidal shimmer.
 

Elemental Resistance You have resistance to one damage type tied to your plane:

  • Air → thunder
  • Earth → poison
  • Fire → fire
  • Water → cold

Planar step

As a bonus action, you expend 2 sorcery points to teleport up to 30 feet to an unoccupied space you can see. Until the end of your next turn, you gain a planar benefit based on your element:

  • Air: You have a flying speed equal to your walking speed.
  • Earth: You ignore difficult terrain and can move through solid earth or stone as if it were difficult terrain (you cannot end your turn inside a solid object).
  • Fire: Opportunity attacks against you have disadvantage.
  • Water: You gain a swimming speed equal to your walking speed and can breathe underwater.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all uses when you finish a long rest.

Elemental Acendance

 

arth Living Monolith • Your AC becomes 17 + Cha mod (if lower). • You gain tremorsense out to 60 feet. • Once per turn, when you take damage, the attacker takes 2d8 piercing from stone shards (no save).
Fire Infernal Blaze • You shed bright light 60 ft, dim 60 ft. • Melee attackers take 2d8 fire (no save). • Your fire spells ignore resistance (immunity becomes resistance).
Water Tidal Avatar • You gain amphibious (breathe air/water) and swim 60 ft. • You can occupy another creature’s space; they have disadvantage on attacks against you. • Once per turn, when you deal cold damage, reduce one target’s speed by 20 ft until your next turn.
 

Additionally, you permanently learn one 5th-level spell tied to your plane (doesn’t count against spells known):

 
 
Plane Spell
Air control winds
Earth wall of stone
Fire immolation
Water cone of cold

Elemental Apothosis

You become your plane. Your Elemental Focus is now a natural weapon (always active, cannot be disarmed). It deals 2d8 + 2 × Cha mod damage and has the reach property.

You gain two new reactions:

  1. Planar Rebuke (Reaction, when hit by a melee attack): The attacker takes 4d10 damage of your plane’s type (no save). Usable Cha mod times per long rest.
  2. Elemental Reflex (Reaction, when you take damage): You may end your Elemental Ascendancy form early to negate the damage (once per long rest).

Finally, your Elemental Spell Surge improves:

When you deal your plane’s damage type with a spell, add your Cha mod to every damage roll (not just one). Once per turn, you may double this bonus on one spell (no cost).

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