Sorcerer
Base Class: Sorcerer

Your soul is not that of a mortal.

Though your body is flesh and blood, within you is a manifestation of something much older: a being of Aether, Air, Earth, Fire, Water, or Void. Within you dwells a young Primordial Elemental, wearing your mortal shell like a cocoon as it develops. It grows alongside you, and as you learn, so does it.

An Elemental Soul can come to be in many ways, one of your parents may have been exposed to overwhelming elemental energies, a magical experiment went awry when you entered the world, or perhaps even some distant ancestor carried an elemental soul of their own, leaving a sleeping spark within your bloodline.

As with all young elementals, it grows strongest when pushed to its limits. The more you draw from its magic, the more it wants to be used and the more potent it becomes.

Your mortal life will eventually end, and when it does, your elemental soul will be free to return to the Elemental Plane to which it has become most closely aligned.

Level 3: Elemental Attunement

Elemental Attunement

Choose one element from the Elemental Attunement table. This determines your Attuned Damage type and your Elemental Ward's defensive effect. This choice is permanent. At 14th level you either deepen your connection to that element or add a second element alongside it.

Element

Blast Damage

Ward Name

Aether

Radiant

Force Barrier

Air

Lightning

Static Shroud

Earth

Acid

Stoneflesh

Fire

Fire

Searing Skin

Water

Cold

Flowing Ward

Void

Necrotic

Hollow Frame

 

Attuned Spells

Several Elemental Soul features refer to an Attuned Spell. A spell you cast is an Attuned Spell for that casting if it deals your Attuned Damage type of your Elemental Attunement.

If a spell allows you to choose what type of damage it deals, it is an Attuned spell only when you use/choose your Attuned Damage type for that casting.

Aether

Not quite an element, but something in between that holds them all together. Your Elemental Blast deals Radiant damage.

Air

Light, restless, and impatient, this element does not wait to move. Your Elemental Blast deals Lightning damage.

Earth

Patient and stubborn, content to take its time. Your Elemental Blast deals Acid damage.

Fire

Hungry and hot, it doesn't differentiate between friends, enemies, and fuel. Your Elemental Blast deals Fire damage.

Void

The absence of the elements, or the anti-element. Your Elemental Blast deals Necrotic damage.

Water

Flowing and adaptable, but still frigid. Your Elemental Blast deals Cold damage.

Elemental Overflow

You gain a bonus to damage rolls with Sorcerous Burst equal to the total spell slots you currently have expended, to a maximum bonus equal to your proficiency bonus when you deal your attuned damage type.

Level 3: Elemental Ward

Whenever you expend a spell slot (for Spellcasting or Overcharging), you gain temporary hit points equal to your Character level. These last for one minute or until depleted. While you currently have these temporary hit points, you also gain your attuned element's defensive effect:

Element

Defensive Effect

Aether

Advantage on saving throws against being moved or knocked prone against your will.

Air

Ranged weapon attacks against you have disadvantage if the attacker is more than 30 feet away.

Earth

Resistance to bludgeoning damage.

Fire

A creature that hits you with a melee attack takes fire damage equal to your proficiency bonus.

Water

Resistance to cold damage; difficult terrain from ice or water doesn't cost extra movement.

Void

Resistance to necrotic damage; advantage on saving throws against being frightened.

Aether

Advantage on saving throws against being moved or knocked prone against your will.

Air

Ranged weapon attacks against you have disadvantage if the attacker is more than 30 feet away.

Earth

Resistance to bludgeoning damage.

Fire

A creature that hits you with a melee attack takes fire damage equal to your proficiency bonus.

Void

Resistance to necrotic damage; advantage on saving throws against being frightened.

Water

Resistance to cold damage; difficult terrain from ice or water doesn't cost extra movement.

Overcharge

When you hit a target with your Sorcerous Burst and cause it to deal one of your attuned damage types, you may expend a spell slot as part of that same attack to overcharge it. The spell deals one additional d8 of your attuned damage type for each level of the expended slot, up to a maximum of 5d8 additional damage.

Primordial Metamagic

You learn 2 Primordial Metamagic options of your choice from the Primordial Metamagic options below. You learn 1 additional Primordial Metamagic option at 6th, 14th, and 18th level in this class.

Primordial Metamagic options count as Metamagic options for the purposes of your Sorcerer class features and You expend Sorcery Points to use Primordial Metamagic just as you do with other Metamagic options. Primordial Metamagic options do not count against your Metamagic options known.

Any Primordial Metamagic options that require a saving throw are equal to your Spell Save DC.

Whenever you gain a Sorcerer level, you can replace one Primordial Metamagic option you know with another Primordial Metamagic option for which you qualify.

Elemental Blade (1 Sorcery Point)

As a Bonus Action, spend 1 Sorcery Point and choose one melee weapon you are holding and proficient with, or your Unarmed Strike.

For 10 minutes, attacks you make using the chosen weapon or Unarmed Strike deal an additional 1d8 damage of your attuned type on a hit.

For the purposes of your other Primordial Metamagic options, a creature that takes this additional damage is treated as though it had been damaged by an Attuned Spell.

The effect ends early if you dismiss it as a Bonus Action, become Unconscious, or activate Elemental Blade using a different weapon.

Beginning at 6th level, you can spend 1 additional Sorcery Point when using this feature to gain one of the following effects, or 2 additional Sorcery Points to gain both:

  • You can attack twice instead of once whenever you take the Attack action and make at least one attack using your Elemental Blade.
  • The reach of melee attacks made with your Elemental Blade increases by 10 feet.

Primordial Aegis (2 Sorcery Points)

As a Bonus Action, you surround yourself with your chosen element. For 1 minute you gain a +2 bonus to AC while you aren't wearing armor or wielding a shield.

Primordial Burning (2 Sorcery Points)

When an Attuned Spell you cast deals damage to a creature, you can spend 2 Sorcery Points and choose one creature damaged by the spell. The creature must succeed on a Dexterity saving throw or become afflicted by lingering elemental energy for up to 1 minute. At the end of each of its turns, that creature takes 1d8 damage of your attuned type, this damage increasing to 2d8 at 11th level and 3d8 at 17th level.

An afflicted creature can use its action to end this effect on itself.

A creature can be affected by only one instance of your Primordial Burning at a time.

An attack empowered by Elemental Blade can also trigger this Metamagic.

Primordial Drain (1 Sorcery Point)

When an Attuned Spell you cast deals damage to a creature, you can spend 1 Sorcery Point and choose one creature damaged by the spell. The target must make a Constitution saving throw.

On a failed save, the target has Disadvantage on the next attack roll or saving throw it makes before the end of your next turn.

You gain Advantage on the next attack roll or saving throw you make before the end of your next turn.

An attack empowered by Elemental Blade can also trigger this Metamagic.

Primordial Force (1 Sorcery point)

When an Attuned Spell you cast deals damage to a creature, you can spend 1 Sorcery point and choose one creature damaged by that spell. The creature must succeed on a Strength saving throw or be pushed or pulled 10 feet directly away from or toward you (your choice)

An attack empowered by Elemental Blade can also trigger this Metamagic option.

Primordial Shaping (2 Sorcery Points)

When you cast Sorcerous Burst and choose one of your attuned damage types, you can spend 2 Sorcery Points to replace the spell's normal targeting with one of the following shapes:

  • Cone (30 feet)
  • Line (60 feet)
  • Emanation (15 feet)

Each creature in the area makes a Dexterity saving throw, taking the spells full damage on a failed save and half as much on a successful one.

Primordial Wall (3 Sorcery Points)

When you cast Sorcerous Burst and choose one of your attuned damage types, you can spend 3 Sorcery Points to create an elemental wall instead of making the spell's normal attack.

The wall appears on a solid surface you can see within 60 feet. It can be up to 30 feet long, 10 feet high, and 1 foot thick. This wall does not prevent movement, nor does it provide cover. The wall lasts for up to 1 minute or until you use this Primordial Metamagic option again. 

When a creature enters the wall's space for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. Roll the damage of your Sorcerous Burst. The creature takes that damage in one of your attuned damage types on a failed save or half as much damage on a successful one.

Level 6: Primordial Armor

Your Elements gather around you and protect your body. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Gather Power

You can begin channeling your inner Elemental, causing a vortex of your chosen element(s) to swirl around you.

As a Magic Action, you begin channeling raw elemental power. Doing so requires concentration as though concentrating on a spell. While this feature is active you can't concentrate on a spell at the same time. 

While Gather Power is active, you gain the following benefits:

  • Once on each of your turns when you spend Sorcery Points on a Primordial Metamagic option, you can reduce that option's Sorcery Point cost by 1, to a minimum cost of 1 Sorcery Point.
  • The maximum damage bonus from Elemental Overflow becomes twice your Proficiency Bonus.
  • When you Overcharge Sorcerous Burst, treat the expended spell slot as one level higher for determining its bonus damage.

Gather Power lasts until you lose Concentration, dismiss it as a free action, or fall unconscious.

Level 14: Elemental Attunement

At 14th level, you choose to gain either the Expanded Element or the Intensified Element class feature:

Expanded Element

Choose a second element from the Elemental Attunement table. You gain that element's defensive ward effect when Elemental Ward is Active and spells that deal that second element’s damage type are considered Attuned Spells. When cast Sorcerous Burst, you can choose to split the damage between both of your attuned damage types into equal halves.

Intensified Element

You remain devoted to a single element. Damage you deal of your attuned damage types ignores Resistance to that damage type. If a creature is Immune to your attuned damage type, it instead takes half damage. 

Additionally, your Elemental Ward's defensive effect becomes permanently active as long as you are conscious, even if you do not have the temporary hitpoints granted by the feature.

Expanded Element

Choose a second element from the Elemental Attunement table. You gain that element's defensive ward effect when Elemental Ward is Active and spells that deal that second element’s damage type are considered Attuned Spells. When cast Sorcerous Burst, you can choose to split the damage between both of your attuned damage types into equal halves.

Intensified Element

You remain devoted to a single element. Damage you deal of your attuned damage types ignores Resistance to that damage type. If a creature is Immune to your attuned damage type, it instead takes half damage. 

Additionally, your Elemental Ward's defensive effect becomes permanently active as long as you are conscious, even if you do not have the temporary hitpoints granted by the feature.

Level 18: Elemental Zenith

As a Bonus Action, you can enter an Elemental Zenith for 1 minute. For the duration, you gain the benefits of Gather Power without needing to maintain Concentration on it. Once you use this feature, you cannot use it again until you finish a short or long rest.

In addition, while Elemental Zenith is active, once on each of your turns when you use a Primordial Metamagic option, reduce its Sorcery Point cost by 2, to a minimum of 0 Sorcery Points, instead of the normal Sorcery Point reduction from Gather Power. You can do this a number of times equal to your Charisma Modifier (minimum of 1).

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