Base Class: Sorcerer
You draw power from the elemental forces, you may choose to become a Sorcerer of the following elements; Fire, Water, Air, Earth, Metal, Poison, Lightning, Ice, and Decay. You gain mystical powers that let you generate, manipulate, and consume the element that is your source of power to replenish your vitality. When utilising your skills and prowess to decimate your foes with your element, you seem to be able to create more destruction. You can also manipulate the properties of spells, seemingly using your elemental spells to heal your allies instead of destroying your foes.
Elemental Proficiency
You draw power from a single elemental force, you deal more damage with each spell of that elemental type, including cantrips. However, your damage with spells not of your element deal less damage. The extra damage given and taken from your spell damage is equal to your spellcasting modifier. You also gain resistance to the element, and any damage that the effects of your spell can potentially deal to you, you heal from instead. Example: You create a small fire on the ground and step into it, instead of taking fire damage, you heal instead, you only heal for 1d10 per spell. This effect does NOT affect cantrips. You may also alter the nature of a spell that you know and can cast, you can change the damage type into your elemental type. You may save this and not use it immediately after levelling up and you must have these spells prepared, so choose wisely. You may do this at levels 3, 7, 11, and 15. Some elemental types also let you alter ONE cantrip at level 1. Once you reach level 10 your spells of your source element can ignore resistances but not immunities.
If you discover a large enough source of pure elemental energy, you are able to attempt to absorb the element and change your affinity. The roll needed to succeed will be determined by your character level, the DC will be 20-your current character level. Roll a flat d20.
Air Proficiency
You gain proficiency with the Air element. You can manipulate ONE cantrip to change the elemental type from its original to the air type. Some Force damage spells can be counted, if they mention utilising air as the means of dealing Force damage.
Decay Proficiency
You gain proficiency in the Decay element. Decay is flavoured from the necrotic damage type.
Earth Proficiency
You gain proficiency with the Earth element. You may choose ONE cantrip and change its original elemental type to the Earth type, you may also flavour any spells that deal bludgeoning damage to being an Earth type spell.
Fire Proficiency
You gain proficiency with the Fire element.
Lightning Proficiency
You gain proficiency with the Lightning element.
Metal Proficiency
You gain proficiency with the Metal element. You may choose ONE cantrip, you can change the elemental type of the cantrip to Metal. You can count any spell that does slashing or piercing damage as a Metal spell.
Water Proficiency
You gain proficiency with the Water element. You can also alter the nature of ONE cantrip, changing the damage type to your source element. Cold damage counts as water damage.
Elemental Manipulation and Generation
Three times per long rest, you can manipulate existing forms of your element to attack foes or heal allies. You may also create a large form of your element that will disappear within 12 hours. The elemental manipulation attack will deal 1d12 damage, and will change elemental type depending on your source element. The attack will increase in power at levels 5, 9, 13, 17, and 20. Each of these levels will increase the damage by 1d12.
Elemental Devour
You can devour an elemental spell of the element you draw power from. You must spend a spell slot of equal level to the spell cast at you and must be at the location of the spells destination. Cannot be used against a spell thats range is touch. When you devour the spell you heal for the amount of damage that would have been done, and you cancel out any area of effect damage that may be done. Metal and Earth sorcerers may eat rocks and thrown metal weapons respectively. If they do this they must expend a spell slot of level 1 and will heal 2d6 health. You may also expend higher levels of spell slots, for each level higher than first level or the level of the spell cast at you, add a damage dice roll. This roll will be and extra 1d6 for the Metal and Earth sorcerers, and an extra dice for the spell's damage dice, example; If Fireball is cast as a third level spell, you may expend a fourth level spell slot to heal 9d6 instead of 8d6.
Elemental Movement
Spend one sorcery point, you gain the following effect for 10 minutes. You may use your element to enhance your movement capabilites. Each element has a unique way of affecting your movement. This ability can be used once per long rest.
Fire: You can create fire coming from the bottom of your feet, allowing you to fly using the fire for 60 feet of movement, you may also use your walking speed during this turn.
Water: You can glide on the ground by creating ice underneath and in front of your feet, allowing you to move an extra 90 feet each turn.
Air: You can freely fly for 60 feet, you can use a bonus action to double your flight speed, and can use a first level spell slot as an action to also extend your flight for another 60 feet.
Earth: you can phase through the ground, moving through the rocks for an extra 60 feet of movement. If you end your turn in the ground, you take 2d10 bludgeoning damage.
Metal: You can enchant a metal projectile, you can throw this projectile and exchange places with the object once it hits, you have a limit of 90 feet for this swap. Your enchanted metal projectile can be thrown for the full 90 feet range, but other metal projectiles are thrown at regular ranges.
Lightning: You may surge your body with electricity, increasing your speed immensely, allowing for a total of 300 feet of movement. However, you will overcharge yourself, not being able to use Lightning spells for the rest of your turn. If you use a Lightning spell before using this ability, you are overcharged for your next turn.
Decay: You can teleport a short range of 45 feet, you may also teleport to any creature that has a severe injury or is incredibly damaged. You will appear 5 feet in front of the injured creature. Upon arrival you will emit a pulse of death magic, dealing your Charisma modifier in damage if the creatures that get hit fail a Constitution saving throw of DC 12. The range of the teleport to the injured creature is 90 feet. The pulse of death magic has an area of effect of 10ft.
Elemental Mastery
You harness the raw power of your element.
You can spend a bonus action to encase yourself in your element for 10 minutes, providing elemental immunity to your source element.
While in this form, twice per day you can add an extra 4d10 of elemental damage to a melee attack, or spell.
Once per day, you may also empower your body, containing magical, elemental power. You may release this attack to deal 5d6 elemental damage, breathing out pure, volatile magic in the form of your source element.
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