Sorcerer
Base Class: Sorcerer

Your innate magic comes from Elemental magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty Djinn of ancient times or who might even have claimed a Elemental parent. Some of these bloodlines are well established in the world, but most are obscure. Any given Sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
 

 

 

Elemental Ancestor

At 1st level, you choose one type of Elemental as your ancestor. The damage type associated with each is used by features you gain later.You can speak, read, and write Auran. Additionally, whenever you make a charisma check when interacting with Elementals, your proficiency bonus is doubled if it applies to the check.

 

 

 

 
Air Elemental

Air Form: The elemental can enter a Hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Whirllwind (Recharge 4-6): Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a Thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. If the target is Thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Immunity: Poison

Speed: Fly 90ft

Susceptibility: When exposed to fire based Attacks you take an additional 1d6 damage.

Earth Elemental

Earth Glide: The elemental can Burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster: The elemental deals double damage to Objects and structures.

 Damage Immunities: Poison

Speed: Burrowing 30ft

Susceptibility: Water and Fire. When exposed to water and fire based Attacks you take an additional 1d6 damage.

 

Fire Elemental

Fire Form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee Attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a Hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. This increases (1d10) at 3rd, 7th, and 11th level. 

Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Susceptibility: Water. For every 5 ft the elemental moves in water, or for every gallon of water splashed on it, it takes 1d6 cold damage.

Immunity: Fire

Speed: 50ft

Water Elemental

Water Form: The elemental can enter a Hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Whelm (Recharge 4-6): Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also Grappled (escape DC 14). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target Grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Speed: Swim 90ft

Bottled Respite

As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extra-dimensional space in the shape of a 20-foot-radius cylinder, 20 feet high. The interior is comfortably appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space and gain (2d6) Temporary Hit Points. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. ( The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.) When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern

Djinn's Curse

  • You Curse a creature within sight, and that creature must succeed on a Constitution saving throw or become cursed. While cursed, the target has disadvantage on ability checks and saving throws. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails it takes (8d8) Psychic damage each round it remains cursed. 
  • A remove curse spell ends this effect.
  • At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.

Elemental Demise

At 18th level, if you are killed you evaporate into an arcane fog before returning trapped in a magical object. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/18/2020 2:27:35 AM
21
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes