Sorcerer
Base Class: Sorcerer

Your innate magic comes from the elemental plains that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a genie or greater elemental or who might even have claimed a genie parent. Often these abilities manifest in those who are Genasi, but also those who become uniquely in tune with the elemental forces of the universe.

Elemental Voice

The arcane magic you command is infused with elemental power. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Command Elements

Starting at 1st level, when casting a spell that deals damage, you can change the damage type to cold, fire, lighting, or thunder damage. 

 

Elemental Attunement

Starting at 6th level, you can become attuned to elements that interact with your physical form. Whenever you take cold, fire, lighting, or thunder damage, you can spend one sorcery point to gain advantage on spell attacks with spells that deal that damage type, resistance to that damage type, and can add  an additional damage die when dealing that damage type on an attack. This effect lasts for 1 hour.

 

Elemental Form

Starting at 14th level you can change your physical from to match an elemental form you prefer. As a bonus action you can choose transform into one of four different transformations. 

  • Earth Form, you gain an AC of 17 if your AC is not already higher. You gain a burrow speed of 30 feet. You gain temporary hit points equal to your level in this class. 
  • Fire Form, you shed bright light in a 30 foot radius, and dim light in an additional 30 foot radius. After a creature hits you with a melee attack you can use your reaction to deal 1d6 fire damage to that creature. You gain resistance to fire damage.
  • Air Form, you gain a flying speed or 30 feet, and can turn invisible as an action lasting until you next turn. You can resistance to lightning and thunder damage. 
  • Water Form, you gain a swim speed of 60 feet, and become amphibious.  You gain resistance to acid damage.

These affects last for 1 hour or until dispelled as a bonus action. 

Master of The Elements

Starting at 18th level, when casting a spell that deals cold, fire, lighting, or thunder damage, you can spend 6 sorcery points to deal maximum damage on the spell. 

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