Base Class: Sorcerer
Think Avatar, but D&D Sorcery! The ability to manipulate the elements, attune yourself to one of the four core elements, and then manipulate those elements in different ways!
Elemental Attunement
The Sorcerer may attune their connection to the elements Once per Long Rest. They may also Spend a Sorcery Point as a Bonus Action to change their attunement. This attunement lasts until the end of the next Long Rest.
Earth - Resistance to Bludgeoning Damage, Mold Earth Cantrip
Water - Resistance to Cold Damage, Shape Water Cantrip
Fire - Resistance to Fire Damage, Control Flames Cantrip
Air - Resistance to Lightning Damage, Gust Cantrip
Elemental Affinity
Add half their level to damage rolls when dealing damage aligned with their Elemental Affinity (1st level or higher).
Upgraded Attunement
Water - Can breath Underwater and have a Swim Speed equal to their Movement Speed
Fire - Do not suffer effects of extreme weather
Air - Glide 100 ft down when “falling”, Can hold breath indefinitely
Earth - Halves the movement from a forced push or pull.
May spend 1 Sorcery Point per Spell Level to change the elemental damage of a spell.
Investiture of the Elements
Each Investiture is added to class list (doesn’t count against number of spells). Additionally, you may cast these spells for 5 sorcerer points.
Elemental Mastery
Can spend 1/2/3 Sorcery Points when attuning to an element to attune to an additional element, gaining all benefits.
Previous Versions
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1/16/2021 9:36:11 PM
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2
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0
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1.0
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Coming Soon
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