Sorcerer
Base Class: Sorcerer

Your innate magic comes from the elemental planes. As part of your upbringing, you have a close bond with a specific element dependent on your environment. Perhaps you were raised in a harsh swamp whose inhabitants have formed a bond with the elemental plane of fire to produce flames to clear poisonous vines and scare off beasts. Or maybe you were a member of a seafaring arctic tribe who control the water and ice they navigate, a valley settler who can shift the earth they sow, or a mountaineer who can channel the storms that rage above their high-altitude home.

Elemental Knights are useful guides in long journeys through dangerous terrains. Their magic allows them to clear fauna, scare off fierce beasts, and makes setting up camp in difficult terrain a breeze. While not as sturdy as eldritch knights, they are also useful on the battlefield against large numbers of soldiers due to their spells which can easily set people ablaze, freeze them, destroy siege towers, or target metal armor and weaponry.

Weapon Bond

Upon choosing this subclass, you gain proficiency with medium armor, shields, and martial weapons. 

Upon creating your character, you have a bond with one of your starting weapons due to your rigorous training. Select one of your starting weapons. This weapon, when drawn, forms fissures that spout licks of flame, wisps of cold air, arcs of electricity, or shards of sharp gems in accordance with your chosen elemental affinity. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, and the extra damage from your Charisma modifier is of your chosen element. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Upon gaining a character level, you can switch this bound weapon as you improve in your martial training. Upon reaching 10th level, you may change your bound weapon at any long rest, as you are now knowledgeable enough to be flexible with all your weaponry.

Elemental Soul

You were born with an innate connection to an element: fire, cold, earth, or lightning/thunder. Upon taking this subclass, you are bound to that element. You can only take spells which utilize that element as damage (in cases where it is uncertain what qualifies, as it likely would with earth as it is not an official element, consult your DM). Spells which allow a choice of element can be selected but you may only cast them with your chosen element. 

Select the Firedancer, Wavemaker, Earthshaker, or Stormbringer option.

Earthshaker

Your connection to the earth allows you to control stone with more power and precision than most magic practitioners. You gain the Mold Earth cantrip, which doesn't count towards your Sorcerer cantrip total. In addition, the cantrip is altered in the following ways:

  • You cast this cantrip as a bonus action.
  • The range of this cantrip is 60ft.
  • You can control dirt or stone up to a volume of a 10ft cube.
  • You can move the loose earth up to 10ft in one direction.
  • If an enemy creature begins its turn standing in loose earth you have previously controlled with this cantrip, they must make a Constitution save against your spell DC or sink knee-deep into the ground, reducing their movement speed to 0 during their turn, and preventing them from making attacks, melee or ranged, from anyone who isn't directly in their line of sight at the time this condition takes effect.
  • If you have used this cantrip to control earth during a combat encounter, you can then cast an earth-based spell that deals bludgeoning damage using that stone as the source. For example, if you are 60ft from a source of earth you controlled with this cantrip, and an enemy is 10ft from that source of earth, you can cast Earth Tremor originating from the stone as if you were standing there instead. Casting a spell in this manner causes 10ft of the dirt or stone to crumble into fine sand which cannot be controlled with this cantrip.

Firedancer

Your connection to flame allows you to control fire with more power and precision than most magic practitioners. You gain the Control Flames cantrip, which doesn't count towards your Sorcerer cantrip total. In addition, the cantrip is altered in the following ways:

  • You cast this cantrip as a bonus action.
  • You can control a flame up to a volume of a 10ft cube.
  • You can expand the flame up to 10ft in one direction regardless of whether flammable materials are present.
  • If an enemy creature begins its turn standing in fire you have previously controlled with this cantrip, they must make a Dexterity save against your spell DC or take fire damage equal to your Sorcerer level.
  • If you have used this cantrip to modify a flame during a combat encounter, you can then cast a flame spell using that flame as the source. For example, if you are 60ft from a source of fire you controlled with this cantrip, and an enemy is 15ft from that source of fire, you can cast Burning Hands originating from the fire as if you were standing there instead. Casting a spell in this manner extinguishes 10ft of the fire.

Stormbringer

Your connection to storms allows you to control lightning and thunder with more power and precision than most magic practitioners. You gain the Gust cantrip, which doesn't count towards your Sorcerer cantrip total. In addition, the cantrip is altered in the following ways:

  • You cast this cantrip as a bonus action.
  • The range of this cantrip is 60ft.
  • You can push back creatures who are of the size Large.
  • You can push away enemies up to 10ft away from you.
  • If an enemy creature fails its Strength save, it falls from 10ft in the air, taking 1d6 bludgeoning damage and is knocked prone.
  • If you have previously used this cantrip to push a creature or object, a small dust devil remains where the affected object or creature stood at the time of casting, from which you may cast a lightning or thunder spell. For example, if you are 30ft from the gusted creature you pushed with this cantrip, and an enemy is 15ft from that dust devil, you can cast Thunderwave originating from the dust devil as if you were standing there instead. Casting a spell in this manner dissipates the dust devil.

Wavemaker

Your connection to the sea allows you to control water with more power and precision than most magic practitioners. You gain the Shape Water cantrip, which doesn't count towards your Sorcerer cantrip total. In addition, the cantrip is altered in the following ways:

  • You cast this cantrip as a bonus action.
  • The range of this cantrip is 60ft.
  • You can control a water up to a volume of a 10ft cube.
  • You can move the water up to 10ft in one direction.
  • If an enemy creature begins its turn standing in water you have previously controlled with this cantrip, they must make a Dexterity save against your spell DC or slip and fall prone.
  • If you have used this cantrip to modify a body of water during a combat encounter, you can then cast a cold spell using that water as the source. For example, if you are 60ft from a source of water you controlled with this cantrip, and an enemy is 15ft from that source of water, you can cast Frost Fingers originating from the fire as if you were standing there instead. Casting a spell in this manner destroys 10ft of the water.

Extra Attack/War Magic

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Natural Remedy

At 6th level, you gain resistance to your element's damage. In addition, attacking a creature who has been damaged by an elemental spell within the last round lets you absorb the element to restore your vitality. When you make your attack action and successfully hit, you gain back hit points equal to half your Sorcerer level, rounded down. This effect can only occur once per round.

Cauterize

You are resistant to fire damage and can activate your healing when making a weapon attack against an enemy you previously damaged with a fire spell.

Fresh Air

You are resistant to lightning and thunder damage and can activate your healing when making a weapon attack against an enemy you previously damaged with a lightning or thunder spell.

Icepack

You are resistant to cold damage and can activate your healing when making a weapon attack against an enemy you previously damaged with a cold spell.

Massage

You are resistant to bludgeoning damage from magical sources (not including non-magical weaponry) and can activate your healing when making a weapon attack against an enemy you previously damaged with an earth-based spell.

Otherworldly Elements

At 14th level, you are immune to your element's damage. In addition, when you deal your element's damage, you ignore your element's resistance and treat fire immunity as if it were  resistance.

Ever-burning Flames

You are immune to fire damage. In addition, when you deal fire damage, you ignore fire resistance and treat fire immunity as if it were resistance.

Fey-touched Soil

You are immune to bludgeoning damage from magical sources. In addition, when you deal magical bludgeoning damage, you ignore bludgeoning resistance and treat bludgeoning immunity as if it were resistance.

Never-ending Winter

You are immune to cold damage. In addition, when you deal cold damage, you ignore cold resistance and treat cold immunity as if it were resistance.

Sky-shattering Storm

You are immune to lightning and thunder damage. In addition, when you deal lightning or thunder damage, you ignore lightning and thunder resistance and treat lightning and thunder immunity as if it were resistance.

Death Curse of the Elements

Starting at 18th level, as an action or when you are reduced to 0 hit points, you can explode in a torrent of your chosen element as you are overwhelmed by your once tempered energies. The area in a 30-foot radius from you is engulfed in your element and the explosion creates a deafening noise audible up to a mile. The effect of the spell depends on your chosen element.

At the start of your next turn, you reconstitute and return to life with all your hit points and three levels of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.

Death Curse of Gaia's Embrace

All creatures in the affected area are restrained as its flesh begins to harden. 

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If the creature fails all three Constitution saves, it is petrified until dispelled by effects which can reverse petrification.

Death Curse of the Frozen North

All creatures in the affected area must make a Dexterity saving throw. On a failed save, a single 10ft pane of a Wall of Ice forms under the creature and shoots up to impale them, dealing 10d6 cold damage, or take half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

The wall is made of magical ice that does not melt unless dispelled or melted with magical fire.

Death Curse of the Phoenix

All creatures in the affected area must make a Dexterity saving throw. On a failed save, the creatures take fire damage equal to 19d6 + your sorcerer level and be pushed to the edge of the 30-foot area. On a successful save, affected creatures only take half as much damage and are pushed 10 feet away from you.

This elemental energy spreads around corners and automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Death Curse of the Stormlord

All creatures in the affect area must make a Dexterity saving throw. On a failed save, each creature takes 10d8 lightning damage, and half as much on a successful one. In addition, the lightning will continue to arc to enemies within 30ft of a character damaged by this effect, imposing the same save and damage upon them, and will continue to chain until no further creatures can be reached. 

Previous Versions

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