Sorcerer
Base Class: Sorcerer

Trapped between the entrance, her gnomish fingers begin to grow webbing and gills sprout from her neck as primordial magics from the Elemental Plane of Water begin to change her body. The elf's eyes gleam with anger as his body naturally retaliates against his attacker with flames from the Elemental Plane of Fire. A human grins as he allows the extradimensional elemental forces to be channeled through him, tearing open a gate to other planes.

Creatures who have been exposed to the unrelenting forces of the major elemental planes and survived will likely find themselves changed, their bodies adapting in strange ways to the primordial magic. By tapping into the planar forces that run through their being, they are able to channel that energy into potent spells and effects. Should a sorcerer master these roiling energies, they may find that they can allow themselves to be carried by the magic to the planes from which they originate... or bring those planes to them.

Elemental Adaptation

Starting at 1st level, your essence has mingled with the forces of the elemental planes and has caused your body to adapt in strange ways. Select one of the four major elemental planes that you are adapted to: Fire, Water, Earth, or Air. As a bonus action, you can cause your body to develop natural adaptations for those planes. You gain the adaptation of one of the planes you are adapted to for 1 minute. You can gain the benefits of adaptations in this way a number of times equal to 1 + your Charisma modifier per long rest. You can only have one adaptation active at a time. If you activate one while another one is active, the active one ends. You also learn an additional cantrip based your choice. It is a sorcerer spell for you, but does not count against your number of cantrips known.

At the 6th level, 14th level, and 18th level, you can select an additional plane to be adapted to. You gain its Elemental Adaptation option and learn its associated cantrip.

Elemental Plane of Air Adaptations

As a bonus action, you gain a flying speed of 10 ft. and can hover for the duration. You learn the Gust cantrip.

Elemental Plane of Earth Adaptations

As a bonus action, you cannot be knocked prone or have your speed reduced for the duration. You learn the Mold Earth cantrip.

Elemental Plane of Fire Adaptations

As a bonus action, you gain resistance to fire damage for the duration. You learn the Control Flames cantrip.

Elemental Plane of Water Adaptations

As a bonus action, you gain a swimming speed equal to your walking speed and you can breathe both air and water for the duration. You learn the Shape Water cantrip.

Channel the Elements

Elemental energy roils within you, waiting to be released. Starting at 1st level, whenever you deal damage with a spell, you can spend 1 sorcery point to change its damage type to that of a plane that you are adapted to. Lightning damage for the Elemental Plane of Air, thunder damage for the Elemental Plane of Earth, fire damage for the Elemental Plane of Fire, and cold damage for the Elemental Plane of Water. If a creature has resistance to the damage type that you change to, your damage ignores the resistance. 

Primordial Mantle

At 6th level, the elemental energy surging within you begins to emerge and manifest as a Primordial Mantle. This mantle appears as elemental affects that align with the planes you are adapted to. Whenever you spend hit dice to regain hit points during a short rest, you can also give the rolled hit points to your Primordial Mantle. Alternatively, you can use a bonus action to spend 1 hit die and give the rolled hit points to your Primordial Mantle. The Primordial Mantle's maximum hit points is equal to 5 x your Charisma modifier.

Whenever you take damage while your Primordial Mantle has hit points, your Primordial Mantle takes the damage first. If the damage is from a melee attack, the attacker takes damage equal to your proficiency modifier. You choose the damage type from one of the planes you are adapted to: lightning for the Elemental Plane of Air, thunder for the Elemental Plane of Earth, fire for the Elemental Plane of Fire, or cold for the Elemental Plane of Water.

Become the Way

Your body has become mingled with the major elemental planes to such a degree that you could easily pass from one to the other. At the 14th level, whenever someone casts the spell plane shift, they may use you as the material component if the target plane is one that you are adapted to. While you are on an elemental plane that you are adapted to, you always have that Elemental Adaptation active. This does not count towards the number of adaptations you can have active at once.

Additionally, you may cast plane shift once per long rest without expending a spell slot. You may only target yourself, and you can only travel to either a plane that you are adapted to or the Material Plane.

Planar Tear

At 18th level, you can spend 7 sorcery points as a bonus action to temporarily converge the major elemental planes on your location. For 1 minute, the area in a 20 ft. radius around you tears and roils with the raw energy of the elements. While you are within this area, you gain the following benefits:

  • You gain all of the benefits of your Elemental Adaptations.
  • Whenever you cast a spell of 1st level or higher, you gain temporary hit points equal to the spell's level + your Constitution modifier.
  • If you target an enemy within the area with a spell that deals damage, it ignores the target's damage resistances. If they are immune to the damage, they take half damage instead.

After 1 minute, you can choose to spend an additional 3 sorcery points to travel to either the Elemental Plane of Air, Earth, Fire, or Water as per the plane shift.

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