Base Class: Sorcerer
Long ago when the world was formed. Great and powerful magics were used to turn the world into what it is now. Many millennia have passed since that great event. The once powerful magics have all but dwindled away. But traces of that magic can be found in certain sorcerors who seem to serve as conduits for this great primordial force. Primordial Conduit sorcerors can tap into this ancient power to gain benefits based upon which elemental force heeds your call at that particular instance. The sorceror serves as the vessel and not the master, they must accept whatever aid comes to it.
Primordial Connection
At the 1st level, when you roll initiative roll a d10. The result of the roll indicate which primordial element you channel for the combat encounter.
Primordial Connection
| Element (Damage Type) |
Bonus |
|---|---|
|
1. Fire (Fire) |
Spells that involve fire or flames deal half the damage they do (rounded down) to a creature at the beginning of that creatures next turn. |
|
2. Ice |
Spells that involve ice or cold reduce an affected creature's speed by an additional 10 ft. |
|
3. Lighting |
Spells that involve lightning double their proficiency bonus for spell attack rolls and for spell save DC. |
|
4. Thunder |
Spells that involve thunder and sound create a barrier that grants you +2 AC until your next turn when cast. |
|
5. Acid (Acid) |
Spells that involve acid lower the AC of damaged creatures by 2 until the start of their next turn. |
|
6. Earth |
Spells that involve earth and rocks cause damaged creatures to succeed on a constitution saving throw versus your spell save DC or be stunned until the end of your next turn. |
|
7. Light (Radiant) |
Spells that involve radiance and light cause damaged creatures to succeed on a constitution saving throw or be blinded until the end of their next turn. |
|
8. Darkness |
Spells that involve darkness or necrotic energy cause damaged creatures to roll 1d4 and subtract it from their next attack roll or saving throw. |
| 9. Wind (Bludgeoning) |
Spells that involve wind and air cause you to levitate and gain a fly speed of 30ft and not provoke opportunity attacks when moving until the start of your next turn. |
|
10. Water |
Spells that involve water cause you be able to push affected creatures in a chosen direction 5ft. |
You can speak and understand Primordial.
Elemental Conflux
Starting at 6th level, when you cast a damaging spell associated with any of the 10 primordial connections you may spend 1 sorcery point to change its damage type into the one associated with the one you are currently channeling. The primordial damage types are Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Radiant, and Thunder.
Advantageous Spellcasting
At 14th level, you can use a bonus action to spend 1 sorcery point to roll on the primordial elemental table to channel a new primordial element. You also gain resistance to the damage of any damaging spell of the primordial damage types you cast until the end of your next turn.
Primordial Mastery
Beginning at 18th level, you may now choose your primordial element rather than roll for it. And your elemental bonuses affect any primordial damage type spell cast rather than the currently channeled element.
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