Base Class: Sorcerer
You can feel the flow of magic between the elemental planes, giving you the ability to reach out to these planes and grasp their power for your own. You either through shear effort or on accident have pulled an elemental through the fabric of space and time into your plane. This elemental is your companion, maybe even your friend if you wish, and it will follow you anywhere. You will learn to fight along side your elemental companion as you adventure together through whatever worlds you might end up in. And unlike most other sorcerers, you can always say that you are not alone.
Elemental Companion
Your attunement with all the elemental planes is strong, but you are able to focus your magic on a single plane to strengthen the bond. Choose an elemental plane and gain benefits accordingly.
Choosing a plane grants you a permanent elemental as a companion (which elemental you summon is determined by the plane you choose) that you can summon as an action and dismiss as a bonus action at any time. This is always the same elemental and has it's own name. Add your proficiency bonus to the elemental’s AC, attack rolls, damage rolls, and spellcasting ability, as well as to any saving throws and skills it is proficient in. Its spellcasting ability is Wisdom for any spells it casts. Its hit point maximum equals the hit point number in its stat block or five times your sorcerer level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
The elemental obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the elemental where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help actions, or to use a skill or ability.
If you are incapacitated or absent, the elemental disappears, returning to its home plane.
If the companion's hit points are reduced to 0 they are thrust back into their home plane to recover. You are not able to re-summon the companion until you finish a long rest.
Plane of Air
By choosing the plane of air you gain a permanent Smoke Mephit as a companion.
In addition you gain the following benefits:
- Resistance to Lightning damage.
- Whenever you cast a spell of 1st level or higher that deals lightning damage creatures effected must make a Constitution Saving Throw against your Spell Save DC or be pushed 5 feet away from you.
- You gain the cantrip Gust and can cast it without any components.
- You speak Auran
Plane of Earth
By choosing the plane of earth you gain a permanent Mud Mephit as a companion.
In addition you gain the following benefits:
- Resistance to Poison damage.
- Whenever you cast a spell of 1st level or higher that deals bludgeoning damage you gain 1d4 temporary hit points.
- You gain the cantrip mold earth and can cast it without any components.
- You speak Terran
Plane of Fire
By choosing the plane of fire you gain a permanent Smoke Mephit as a companion.
In addition you gain the following benefits:
- Resistance to fire damage.
- Whenever you cast a spell of 1st level or higher that deals fire damage that spell deals an additional 1d4 fire damage.
- You gain the cantrip control flames and can cast it without any components.
- You speak Ignan.
Plane of Water
By choosing the plane of water you gain a permanent Steam Mephit as a companion.
In addition you gain the following benefits:
- Resistance to cold damage.
- Whenever you cast a spell of level 1 or higher that deals cold damage you may reduce the target's movement by 10 for 1 minute.
- You gain the cantrip shape water and can cast it without any components.
- You speak Aquan
Bond with the Elements
Starting at 6th level, your link with your elemental companion has become stronger. Whenever you would cast a spell you may use a bonus action to instead treat the spell as though it is being cast from your elemental's position. You can use this feature a number of times equal to your Proficiency Bonus until you complete a long rest. When you use this feature you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Whenever you cast a spell yourself of 1st level or higher you may use your bonus action to command your companion to use it's action.
Plane of Air
You gain these additional benefits for picking the Plane of Air:
- Your companion can teleport up to 30 ft. as a bonus action on it's turn.
- You can telepathically communicate with your companion within 200 ft.
Plane of Earth
You gain these additional benefits for picking the Plane of Earth:
- Your companion can use its reaction to absorb half of the damage taken an ally within 5 ft.
- You can telepathically communicate with your companion.
Plane of Fire
You gain these additional benefits for picking the Plane of Fire:
- Your companion deals an additional 1d6 fire damage with it's attacks.
- You can telepathically communicate with your companion.
Plane of Water
You gain these additional benefits for picking the Plane of Water:
- Your companion can use the spell healing word as it's action. It can cast this up to 3 times per day, resetting after a long rest.
- You can telepathically communicate with your companion.
Planar Mastery
Starting at 14th level, any elemental summoned by you will obey your commands without question. You now innately know the spells Conjure Minor Elementals and Conjure Elemental.
These spells no longer require concentration and last for their full duration or until dismissed as a bonus action. You are limited to 2 of these spells being active at the same time.
Plane of Air
You gain these additional benefits for picking the Plane of Fire:
- Your companion can teleport up to 30 ft with 1 additional willing creature within 5 ft. as its action.
- When your companion takes damage from a melee attack the attacker must make a DC 17 Con Saving Throw or be knocked back 10 ft.
Plane of Earth
You gain these additional benefits for picking the Plane of Earth:
- Your companion can use its reaction to absorb half of all damage taken by an ally within 10 ft. and has resistance to all piercing, bludgeoning, or slashing damage taken this way.
- When your companion absorbs damage for an ally they also gain temporary hit points equal to half of the damage absorbed.
Plane of Fire
You gain these additional benefits for picking the Plane of Fire:
- Your companion deals an additional 1d6 fire damage with it's attacks.
- When your companion takes damage from a melee attack the attacker takes 1d10 fire damage.
Plane of Water
You gain these additional benefits for picking the Plane of Water:
- Your companion can cast Mass Healing Word as its action. It can cast this up to 3 times per day, resetting at dawn.
- When your companion takes damage from a melee attack the attacker's movement is slowed by 10 feet until the end of its next turn.
Elemental Overlord
Starting at 18th level, your elemental companion has gained immense amounts of experience and power, allowing it to permanently transform itself into a greater elemental with additional abilities.
The elemental that your companion transforms into is based on the plane you chose at level 1.
Plane of Air
Your Smoke Mephit is transformed into a Air Elemental.
Your passive bonuses are improved.
- You are immune to lightning damage.
- Your lightning spells ignore lightning resistances and immunities.
Your companion's passive bonus is also improved.
- Your companion gains an extra 15 ft. of movement and deals an additional 1d10 lightning damage with its attacks.
- Enemies within 10 ft. of your companion have disadvantage on ranged weapon or spell attacks.
Plane of Earth
Your Mud Mephit is transformed into a Earth Elemental.
Your passive bonuses are improved.
- You are immune to acid damage.
- Your acid spells ignore acid resistances and immunities.
Your companion's passive bonus is also improved.
- Your companion can absorb all damage taken by nearby allies within 5 ft. and has resistance to all damage taken this way.
- When your companion absorbs damage for an ally they also heal for half of the damage absorbed this way.
Plane of Fire
Your Smoke Mephit is transformed into a Fire Elemental.
Your passive bonuses are improved.
- You are immune to fire damage.
- Your fire spells ignore fire resistances and immunities.
Your companion's passive bonus is also improved.
- Your companion now deals an additional [roll]2d6[/roll] fire damage with it's attacks and spells.
- When your companion takes damage from a melee attack the attacker takes an additional 2d10 fire damage.
Plane of Water
Your Steam Mephit is transformed into a Water Elemental.
Your passive bonuses are improved.
- You are immune to cold damage.
- Your cold spells ignore cold resistances and immunities.
Your companion's passive bonus is also improved.
- Your companion can cast Mass Cure Wounds as an action. It can cast this up to 3 times per day, resetting at dawn.
- When your companion heals an ally it heals itself for an equal amount.
Previous Versions
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11/18/2020 4:36:31 AM
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Posted Jan 21, 2025I love it, I just wished the Air was a little more broken like the rest LOL. Maybe build off the idea of multi people teleport in an area of effect. Like starting out if you're within a 15ft radius of the companion you can use its reaction and bonus action to teleport within that radius and upon landing you deal 1d4 lighting damage. have radius and damage output go up over the levels and add in the knock back cc effects and you have a gem.
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Posted Jan 21, 2025The way it's written means 4d6 each hit. This little fire demon starts wapping you with additional Fire Ball damage without the AOE, It's beautiful but way to OP. The Water Sprite can use 9 solid healing spells a day and heal itself, Mud won't ever die since it halves damage twice essentially, Wind is the least broken of them all with light CC and some additional "misty steps"
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Posted Jul 6, 2023I really like this!. It is definitely on the stronger side but it's not too egregious. I do have a question about the fire companion. The 2d6 extra damage at 18th level, does that man that each attack deals an additional 4d6 damage all together or does it replace the previous upgrades?