Sorcerer
Base Class: Sorcerer

Elemental Soul Sorcerers have the power of the elements woven deep within their souls. Some can trace their abilities back to powerful elemental beings in their lineage, others were exposed to the magic of the elemental planes, leaving them with that power embedded in their very being. Whatever the case, Elemental Storm Sorcerers can manipulate the elements of air, earth, water, and fire around them to their will.

Elemental Magic

The elemental magic within you grants you spells when reach certain levels. These spells don’t count against your number of spells known. If you gain an Elemental Magic spell that doesn’t appear on the sorcerer spell list, it is nonetheless a sorcerer spell for you. These spells are sorted by class level, not spell level.

1st Level: Create Or Destroy Water, Earth Tremor

3rd Level: Gust Of Wind, Flaming Sphere

5th Level: Call Lightning, Meld Into Stone

7th Level: Control Water, Fire Shield

Elemental Enhancement

At 6th Level, you gain the ability to infuse your spells with elemental damage. When you cast a spell which deals damage, you can expend 2 sorcery points to infuse the spell with an additional 1d8 damage. You chose the damage type from the following list: acid, cold, fire, lightning, or thunder.

Elemental Resilience

At 14th Level, you learn to manifest your elemental power to protect your self.  As a bonus action on your turn, you can form a protective barrier around your self out of elemental energy. Choose an element to form the barrier out of from the following list. You gain certain buffs based on the element you choose. These effects last for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

Air: A swirling barrier of wind forms around you. You gain resistance to thunder and lighting damage, and ranged, non-magical attacks against you have disadvantage.

Earth: Your body is encased in a barrier made of sand and small rocks and you are imbued with the strength of the earth. You gain resistance to non-magical bludgeoning, piercing, and slashing damage, and you have advantage on strength checks.

Fire: Your body is wreathed in flames. You gain resistance to cold damage, and any creature who makes a melee attack roll against you must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 fire damage.

Water: A magical bubble of water forms around you. You gain resistance to fire and acid damage, and melee attacks against you have disadvantage.

Elemental Explosion

At 18th Level, you learn to channel your elemental power into concentrated blast. As an action, you can cause elemental energy to burst outward from yourself. Each creature within 20ft of you must make a Dexterity saving throw against your spell save DC. A creature takes 3d10 damage on a failed save, and half as much on a successful one. Each creature within range must roll 1d4 to determine the type of damage taken. 1-Fire, 2-Cold, 3-Lightning, 4-Bludgeoning.

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