Sorcerer
Base Class: Sorcerer

Between the tumultuous disorder of Elemental Chaos and the Material Plane lies the four Elemental Planes of Air, Earth, Fire , and Water.  The magic that dwells in these places is powerful, and oftentimes it bleeds into the Material Plane and infects mortals with its unique otherwoldly powers.  You are one such mortal.  The vast majority of Elemental Planetouched Sorcerers are first-generation Genasi that derive their powers directly from their genie parent, but others gained their abilities from Archomentals or time spent on the plane in question.  However you gained your abilities, you have a large degree of control over the element that granted you your powers.

Elemental Planetouched Sorcerers are broken into four catergories: Air, Earth, Fire, and Water.  As Elemental Planetouched Sorcerers gain in power, they can channel more and more power from the Elemental Planes, giving them an ever increasing degree of control over their magical abilities.  They gain the ability to control and manipulate the aspect of their Elemental Plane and gain benefits when in contact with the element in question.  However, the opposite is also true, and each Elemental Planetouched Sorcerer also has a weakness that arises from their elemental nature as well, often relating to the opposed element.

Elemental Planetouched Sorcerers are usually feared because of their immense power, though many choose to use their abilities for good.  A Tidecaller can wipe out an entire navy with a tsunami, but they can also divert a flood threatening to destroy a village.  A Pyromancer can burn entire armies to ash, but they can also go toe-to-toe with a psychotic Red Dragon without fear of its breath weapon.  The alignments of Elemental Planetouched Sorcerers vary widely and cover the whole spectrum from Lawful Good to Chaotic Evil.

Powerful Elemental Planetouched Sorcerers can even effect elements beyond the Material Plane.  Windweavers can calm the unending gales of Pandemonium and Terrakinetics can protect their allies from the rockslides of Gehenna.  If a Elemental Planetouched Sorcerer finds themselves in the Elemental Plane from which they derive their magic, their power increases significantly.

Source of Elemental Power

At 1st level when you select this Sorcerous Origin, you must choose which of the four Elemental Planes gives you your powers.  You gain an extra cantrip and additional Sorcerer spells that do not count against the total number of spells you know.  You also gain a weakness of some sort when spend too much time away from the source of your power.  Lastly, regardless of your Elemental origin, you learn to speak, read, and write the Primordial dialect associated with your Plane, and you gain advantage on all Charisma checks with creatures native to that plane.

Pyromancer

Pyromancers are Elemental Planetouched Sorcerers that derive their powers from the Elemental Plane of Fire.  Many are first-generation Fire Genasi with a Efreeti parent.  Some also were infused with or somehow stole a portion of the power of the Archomental Prince of Evil Fire, Imix.  Others still gained their power from the Firelord Kossuth or the Great Sultan of the City of Brass.

You gain power over primordial fire, and you can use it to devastating effect.  You can sheathe enemies in flames, create spheres of fiery destruction, launch fireballs at clusters of enemies, or create walls of searing conflagrations to cordon off and control the battlefield.  Fire and heat are often associated with mirages, so you also gain access to some illusory magic as well.  You can sheathe yourself in a blurry haze, making you more difficult to hit.  You can create powerful illusions so convincing they even produce heat and smells.  You can summon powerful allies from the Elemental Plane of Fire and learn to communicate with them effectively.

You learn to speak, read, and write Ignan.  You can communicate with creatures that speak the other Primordial dialects, but you cannot read or write them.  You have a limited ability to interpret texts written in Iokhric, including Draconic and Auran.  You gain advantage on Charisma checks with creatures native to the Elemental Plane of Fire, including Fire Elementals, Azers, Magmin, Salamanders, and the Efreeti.  You are also immune to the effects of extreme heat as described in chapter 5 of the Dungeon Master's Guide.  You only need eight ounces of water a week to survive.  You gain a unique form of Darkvision.  Instead of seeing in shades of grey like most creatures with Darkvision, your senses allow you to see in shades of orange and red.  If you already have Darkvision, its range increases by 30 feet.  You can expand 2 sorcery points to allow you to see the thermal energy of other creatures, allowing you to see invisible creatures that are not undead.

You gain the Control Flames cantrip.  It does not count against the number of cantrips you know.  You gain resistance to all fire damage. You learn additional spells when you reach certain levels in this class, as shown on the Pyromancer Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Pyromancer Spells

SORCERER LEVEL SPELLS
1st Burning Hands, Hellish Rebuke
3rd Blur, Flaming Sphere
5th Fireball, Major Image
7th Conjure Minor Elementals, Wall of Fire
9th Conjure Elemental, Immolation

Conjure Minor Elementals will allow you to summon a number of Magma Mephits, Smoke Mephits, Steam Mephits, Magmin, two Fire Snakes or a single Azer.  Conjure Elemental will allow you to summon a Fire Elemental or a Salamander as a 5th-level spell,  and a Fire Elemental Myrmidon as a 7th-level spell.

Lastly, you suffer greatly while submerged in water.  Magic that allows creatures to breathe underwater, like the Water Breathing spell or the Cloak of the Manta Ray, do not work on you.  You have disadvantage on ability checks and attack rolls while fully submerged in water.  Water becomes painiful after being submerged for an extended period.  After being fulling submerged in water for one hour, you must make a Consitution saving throw of 12 every five minutes or take 1d6 acid damage.  All Pyromancers are inherently aquaphobic.  While swimming or sailing in treacherous seas,  the DM can have a Pyromancer randomly make a Wisdom saving throw or become frightened and incapacitated for up to an hour.  You can expand three sorcery points to suppress these effects for up to 12 hours.

Terrakinetic

Terrakinetics are Elemental Planetouched Sorcerers that derive their powers from the Elemental Plane of Earth.  Many are first-generation Earth Genasi with a Dao parent.  Some also were infused with or somehow stole a portion of the power of the Archomental Prince of Evil Earth, Ogrémoch.  Others still gained their power from a stolen magical jewel from the Furnaces or the Great Khan of the Sevenfold Mazework.

You gain power over the very earth itself, manipulating the ground and assaulting enemies with hunks of stone and spikes of rock.  You can prevent enemies from flying or increase the gravity around them, slowing them to a crawl.  You can become one with the Earth and eventually even move through it.  You can manipulate dirt and stone to manipulate the battlefield and explore underground.  You can turn mud or quicksand into solid stone, trapping enemies within.  You can summon powerful allies from the Elemental Plane of Earth and learn to communicate with them effectively.

You learn to speak, read, and write Terran.  You can communicate with creatures that speak the other Primordial dialects, but you cannot read or write them.  You have a limited ability to interpret texts written in Dethek, including Dwarvish, Giant, Gnomish, Goblin, and Orcish.  You gain advantage on Charisma checks with creatures native to the Elemental Plane of Earth, including Earth Elementals, Xorn, Galeb Duhr, and the Dao.  You also have adopted to life underground and gain Darkvision of 60 feet.  If you already have Darkvision, its range increases by 30 feet.  As a bonus action while standing on natural earth or rock, you can expand 1 sorcery point to cast Mold Earth centered on yourself, either giving yourself up to half cover or making the ground within five feet of you difficult terrain.   You also have learned how to survive in the Underdark and gain advantage on survival checks to forage for food and water while underground.

You gain the Mold Earth cantrip.  It does not count against the number of cantrips you know.  You can move across difficult terrain made of earth or stone without expending extra movement. You learn additional spells when you reach certain levels in this class, as shown on the Terrakinetic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Terrakinetic Spells

SORCERER LEVEL SPELLS
1st Catapult, Earth Tremor
3rd Earthbind, Spike Growth
5th Meld into Stone, Slow
7th Conjure Minor Elementals, Stone Shape
9th Conjure Elemental, Transmute Rock

Conjure Minor Elementals will allow you to summon a number of Dust Mephits, Magma Mephits, Mud Mephits, or a single Gargoyle.  Conjure Elemental will allow you to summon an Earth Elemental or a Xorn as a 5th-level spell, a Galeb Duhr as a 6th-level spell, and an Earth Elemental Myrmidon as a 7th-level spell.

Lastly, you thrive while your feet are firmly planted on the ground.  You have an innate resistance to magical flying spells, and all flying speeds you are given are reduced by 50%.  A Terrakinetic targeted by the Fly spell will only get 30 feet of movement instead of the normal 60 feet.  You have disadvantage on all ability checks or attack rolls while more than 100 feet in the air.  All Terrakinetics are inherently acrophobic.  While flying or navigating high, treacherous paths,  the DM can have a Terrakinetic randomly make a Wisdom saving throw or become frightened and incapacitated for up to an hour.  You can expand three sorcery points to suppress these effects for up to 12 hours.

Tidecaller

Tidecallers are Elemental Planetouched Sorcerers that derive their powers from the Elemental Plane of Water.  Many are first-generation Water Genasi with a Marid parent.  Some also were infused with or somehow stole a portion of the power of the Archomental Prince of Evil Water, Olhydra.  Others still gained their power from the King of the Water Elementals or the Padishah of the City of Ten Thousand Pearls.

You gain power over the sea and can manipulate the waves as you will.  You can create water to supply your party or trap enemies.  You can magically freeze water and launch it at your enemies to create an explosion of icy shrapnel.  You can vanish in a puff of mist.  You can conjure up the darkest voids of the ocean floor to blind your enemies.  You can manifest the bewildering lack of direction being underwater often gives to misdirect and confuse your enemies.  You can conjure a mass of swirling water to damage and restrain those you threaten you.  You can summon powerful allies from the Elemental Plane of Water and learn to communicate with them effectively.

You learn to speak, read, and write Aquan.  You can communicate with creatures that speak the other Primordial dialects, but you cannot read or write them.  You have a limited ability to interpret texts written in Espruar, including Deep Speech, Elvish, Sylvan, and Undercommon.  You gain advantage on Charisma checks with creatures native to the Elemental Plane of Water, including Water Elementals, Water Weirds, and the Marid.  You gain the ability to breathe both air and water, and you gain a swimming speed of 30 feet.  You’re acclimated to the freezing temperatures and crushing pressures of the ocean depths, and do not suffer penalties from being deep underwater as described in chapter 5 of the Dungeon Mater's Guide.  

You gain the Shape Water cantrip.  It does not count against the number of cantrips you know.  You can share your amphibious nature with your allies and cast Water Breathing by expanding 3 sorcery points.  You learn additional spells when you reach certain levels in this class, as shown on the Tidecaller Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Tidecaller Spells

Conjure Minor Elementals will allow you to summon a number of Ice Mephits, Mud Mephits, or Steam Mephits.  Conjure Elemental will allow you to summon a Water Elemental or a Water Weird as a 5th-level spell, and a Water Elemental Myrmidon as a 7th-level spell.

Lastly, you thrive when you are underwater, and spending a large amount of time far from water is damaging to you.  You must consume twice as much water as other characters and must fully submerge yourself in water at least once in a 24 hour period or you will have disadvantage on all ability checks and attack rolls until you do.  You also have little resistance to the heat and aridity of desert climates and gain two levels of exhaustion when you fail a Consitution saving throw as described in chapter 5 of the Dungeon Master's Guide.  All Tidecallers are inherently xerophobic.  When the party's water supplies begin to dwindle or you are travelling in a very arid enviroment, the DM can have a Tidecaller randomly make a Wisdom saving throw or become frightened and incapacitated for up to an hour.  You can expand three sorcery points to suppress these effects for up to 12 hours.

Windweaver

Windweavers are Elemental Planetouched Sorcerers that derive their powers from the Elemental Plane of Air.  Many are first-generation Air Genasi with a Djinni parent.  Some also were infused with or somehow stole a portion of the power of the Archomental Prince of Evil Air, Yan-C-Bin.  Others still gained their power from the Wind Dukes of Aaqa or the Great Caliph of the Citadel of Ice and Steel.

You gain power over the very air itself, manipulating the winds and tearing into enemies with bolts of lightning and booms and thunder.  You can allow yourself and your allies to slowly descend from enormous heights with no danger. You can fade from sight completely and tear into your enemies while they try to pinpoint your location.  You can transform into a fine mist and pass under a locked door or through a gated portcullis.  You can summon powerful allies from the Elemental Plane of Air and learn to communicate with them effectively. 

You learn to speak, read, and write Auran.  You can communicate with creatures that speak the other Primordial dialects, but you cannot read or write them.  You have a limited ability to interpret texts written in Iokharic, including Draconic and Ignan.  You gain advantage on Charisma checks with creatures native to the Elemental Plane of Air, including Air Elementals, Invisible Stalkers, and the Djinni.  You also gain resistance to thunder damage.  You’re acclimated to high altitude, including elevations above 20,000 feet, as described in chapter 5 of the Dungeon Mater's Guide.

You gain the Gust cantrip.  It does not count against the number of cantrips you know.  You can cast Levitate by using 2 sorcery points. You learn additional spells when you reach certain levels in this class, as shown on the Windweaver Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Windweaver Spells

Conjure Minor Elementals will allow you to summon a number of Dust Mephits, Ice Mephits, or Smoke Mephits.  Conjure Elemental will allow you to summon an Air Elemental as a 5th-level spell, an Invisible Stalker as a 6th-level spell, and an Air Elemental Myrmidon as a 7th-level spell.

Lastly, you thrive when you are under a wide open sky.  Spending time deep underground slowly weakens you.  You gain disadvantage on ability checks and attack rolls when more than 100 feet underground, and you cannot regain spell slots when more than 200 feet underground.  All Windweavers are inherently claustrophobic.  When underground or in other tight, enclosed spaces, the DM can have a Windweaver randomly make a Wisdom saving throw or become frightened and incapacitated for up to an hour.  You can expand three sorcery points to suppress these effects for up to 12 hours.

Specialized Spellcasting Focus

At 6th level, you gain the ability to transform your Spellcasting Focus into a tool that can enhance your offensive and defensive abilities.

Pyromancer's Gloves

A Pyromancer can undergo a one hour ritual to transform their spellcasting focus into a pair of glowing red Pyromancer's Gloves.  This ritual can coincide with a short rest, but you must spend the entire time within five feet of an open flame.  These gloves allow you to to cast any spell that deals fire damage as a bonus action.  You can also expand a number of sorcery points equal to the level of the spell cast to give yourself advantage on the attack roll or the targets disadvantage on their saving throws.  The gloves are created with a number of charges equal to 1/3 your Sorcerer level, rounded down.  After you have expended all the charges, the gloves transform back into their original form.  The gloves also allow to you use the Control Flames cantrip more effectively, doubling the number of non-instantaneous effects you can have active at once.  You can use the cantrip to put on dazzling performances with seemingly living fire.  You gain proficiency in Performance and can double your proficiency modifier when using your Pyromancer's Gloves.  You also gain immunity to the fire damage of your own spells.

Reminder: Casting Spells as a Bonus Action

When a spell is cast as a bonus action, you cannot then cast another spell with your action, unless it is a cantrip.

Terrakinetic's Aegis

A Terrakinetic can undergo a one hour ritual to transform their spellcasting focus into a Terrakinetic's Aegis.  This ritual can coincide with a short rest, but you must spend the entire time in contact with natural earth or stone.  This ritual transforms your spellcasting focus into an Aegis of Stone, a stone shield that adds a +3 to your armor class.  You gain proficiency with shields.  You can use the Aegis as a melee weapon.  It deals 1d8 (plus strength modifier) bludgeoning damage, and, anytime you successfully hit a creature with the Aegis while using the Attack action, you can attempt to Shove as part of the same action.  You can also throw the shield at a target within 30 feet.  Upon a hit, the target takes 1d8 (plus strength modifier) bludgeoning damage, and you can use your bonus action to expand two sorcery points to cause the shield to explode into a ball of force. All targets within a 5-foot radius must make a dexterity saving throw. A target takes 2d12 force damage on a failed save or half as much damage on a successful one.  After the explosion, or if the shield throw misses, or if you choose not to use sorcery points to cause the explosion, your regular spellcasting focus reappears in your hand.

Tidecaller's Trident

A Tidecaller can undergo a one-hour ritual to transform their spellcasting focus into a Tidecaller's Tident.  This ritual can coincide with a short rest as long as you are in contact with a body of water of at least 125 cubic feet.  It can be used as a trident, +1, it can continue to be used as a spellcasting focus.  You gain proficiency with tridents.  As an action while wielding the Tidecaller's Trident, you can expand 4 sorcery points to cast Control Water without using a spell slot.  For the full ten minute duration, you can manipulate all the water within range, capsizing ships, drowning enemies, and flooding coastlines.  You can also now cast Water Walk only on yourself at will.

Windweaver's Bow

A Windweaver can undergo a one-hour ritual to transform their spellcasting focus into a Windweaver's Bow.  This ritual can coincide with a short rest as long as you are under an open sky.  You can transform the spellcasting focus into a shortbow, +1 or a longbow, +1, both of which you gain proficiency with.  This bow can continue to be used as a spellcasting focus.  It can fire normal ammunition, and you can, as a bonus action, expand a sorcery point to infuse an arrow with lightning.  These lightning arrows deal an extra 1d6 (for a shortbow) or 1d8 (for a longbow) lightning damage in addition to the regular weapon's damage.  This weapon is enhanced when you are flying, either through magical means like Levitate or Fly, or on the back of a flying mount.  You do not have disadvantage when firing beyond the weapon's normal range and you ignore half and three-quarters cover while flying.  This effect also applies to ranged spell attacks.

Elemental Movement

At 14th level, an Elemental Planetouched Sorcerer gains a unique movement ability dependent upon the source of their elemental power.  Pyromancers can teleport between flames, Terrakinetics can burrow, Tidecallers can outswim a Kraken, and Windweavers can fly.

Aqua Dash

Tidecallers become so efficient at moving through water that they can swim at truly superhuman speeds.  Your swimming speed increases to 90 feet.  You Aqua Dash ability allows you to create a sonic boom when you take the Dash action.  When you take the Dash action while underwater, an effect identical to Thunderwave spell occurs within a 15-foot cube centered on you as soon as you begin moving.  As you move, any creature you pass within five feet of also must make a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet away from you.  If they succeed on their Constitution saving throw while you move past them, they suffer no ill effects.  You are can not be targeted by opportunity attacks when you use your Aqua Dash ability.  You can use this ability a number of times equal to your Constitution modifier and regain all uses upon taking a long rest.

Earth Glide

Terrakinetics establish such a strong connection to the earth as they grow in power that they can move through the dirt, rock, and stone like a fish through water.  Your Earth Glide ability allows you to move through earth, rock, stone, or ice at a rate of 60 feet per turn. While doing so, you do not disturb the material you move through, and you do not provoke opportunity attacks.  While burrowed, you have full cover, are blinded, have disadvantage on perception checks that rely on hearing, and cannot breathe. If you are five feet or less below the surface, a creature can attack the ground above you.  If they manage to deal 25 damage in a single turn, you are expelled from the earth, take 6d6 bludgeoning damage, and land prone in the nearest unoccupied space.

You can negate these disadvantages by casting Meld into Stone.  While under the effects of this spell, you have Tremorsense of thirty feet (negating the perception penalty) and can breathe while burrowed.  Meld into Stone now allows you to enter and exit stone at will for the full 8-hour duration.

Flame Stride

As Pyromancer's grow in power, they gain incredible resilience to fire.  Walking across molten lava is no more unpleasant that a warm day at the beach, and being blasted by an Red Dragon's breath weapon could go completely unnoticed by a Pyromancer.  You gain immunity to all fire damage.  You can now become one with your flames.  As a bonus action, you can merge with natural fire or magical flames of your creation and move through them.  While merged with fire, you have vulnerability to cold damage, but resistance to nonmagical bludgeoning, piercing, and slashing damage. You can move up to twice your walking speed to any location the flames can touch, including up walls or ceilings.  You can attempt to move beyond the flames while staying merged with them.  This requires some form of fuel the flames can consume, and requires you to expand five feet of movement for every foot you expand the flames.  You do not provoke opportunity attacks while moving through fire.  A Pyromancer can meld with a Wall of Fire of his own creation at one end and appear at the other end in the blink of an eye.  While merged with fire, you are mostly incorporeal; therefore, you cannot Attack or [Tooltip Not Found], but you can continue to cast spells.  You can stay merged with fire for up to one minute, at which point you appear safely in the nearest unoccupied space.

Tempest Step

Windweavers eventually learn to harness their control of air currents to a point where they can lift themselves into the air with a thought.  You gain a flying speed of 60 feet.  You have become so attuned to tuning out the buffeting of the winds constantly swirling around you and soaring high above the air that your vision and hearing have increased to supernatural levels.  You gain immunity to thunder damage, cannot be deafened, and have extremely sharp hearing.  You can discern a single conversation in a crowded room or hear an ally's cry for help while sheathed in the protective field of Warding Wind.  You can see a single mouse running through a field while flying thousands of feet in the air.  You gain expertise in Perception.

Elemental Transformation

At 18th level, your connection to the Elemental Plane from which you gained your power has become so strong that is now begins to physically change your form.  You gain abilities of the Pure Elementals native to your Plane.

Air Elemental

As Windweavers begin to reach the apex of their power, the begin to assume some of the traits of an Air Elemental.  Your body becomes somewhat incorporeal, which gives you resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.   In addition, you can simply phase through attempts to hold you or spells that would restrict your movement, giving you immunity to the  grappled and restrained conditions.  Lastly, your incorporeal form is always buffeted by minor gusts of wind, and you are now constantly hovering a few inches above the ground.  As long as you are not knocked unconscious, you cannot take falling damage.

Earth Elemental

As Terrakinetics begin to reach the apex of their power, they begin to assume some of the traits of an Earth Elemental.  Their skin begins to grow as hard as stone, giving them natural armor.  This allows you to calculate your armor class as 13 plus your dexterity modifier.  They also gain resistance all bludgeoning, piercing, and slashing damage from nonmagical attacks.  Lastly, as they are half-stone already, a Medusa's gaze or the Flesh to Stone spell has no effect on a Terrakinetic, granting immunity to the petrified condition.

Fire Elemental

As  Pyromancers begin to reach the apex of their power, they begin to assume some of the traits of a Fire Elemental.  Your skin and blood roar with an inner fire, making you painfully hot to the touch.  Your eyes glow with embers in a raging fire.  Your Darkvision is extended to a range of 200 feet and you can now constantly see the heat generated by other creatures that are not undead.  Invisible creatures are easily visible to you, you can see in magical Darkness, and it is virtually impossible for a creature to Hide from you.  All creatures have disadvantage on all stealth checks against you.  Enemies that attack you find their sword edges dulled and their arrows blunted by the extreme heat you generate.  You gain resistance to all bludgeoning, piercing, and slashing damage from nonmagical attacks.  Additionally, enemies that damage you in melee or attempt to grapple you take 1d6 fire damage.  Any nonmagical weapon made of metal or wood that hits the Pyromancer is warped by the heat of you skin. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.  Nonmagical ammunition is destroyed when it hits you.

Water Elemental

As Tidecallers begin to reach the apex of their powers, they begin to assume some of the traits of a Water Elemental.  You assume a partially liquid form, and attacks deal little damage to you and effects that deal acid or poison damage are diluted.  You resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, acid damage, and poison damage.  Poison cannot become concentrated enough to cause you to suffer from the poisoned condition.  You are also able to easily escape from effects that would restrict you movement, and you cannot be grappled or restrained.

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