Sorcerer
Base Class: Sorcerer

(This is an improved version of the Draconic Bloodline Sorcerous Origin that gives it new boons and "fixes" to coincide with the release of Tasha's. Additionally this origin allows the player to choose a different elemental ancestor besides explicitly Dragons. Constructive criticism on this is appreciated and encouraged.)

Your innate magic comes from a link with a certain element or being which possesses powerful abilities over the lands. Most often Sorcerers with this origin trace their descent back to one of their ancestors coming into possession of mighty powers over one or a few aspects of nature, or that they were the child of a being with considerable sway over the world or magic such as a Dragon or even something like a Fey Lord. Some of these bloodlines are well established in the world but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Associated Element

At 1st level, you choose one element your bloodline is associated with. The element you choose is used by features you gain later. Additionally if you chose Poison, the Elemental Adept Feat also works with it.

Elemental Resilience:

As magic flows through your body, it causes physical traits of your associated element to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally parts of your skin may be covered by smooth scales, thin roots, sheets of ice, smoldering stone, corrosive flesh, etc. When you aren’t wearing armor your AC equals 13 + your Dexterity modifier.

Elemental Spells:

You are capable of learning new and additional Spells when you level up as this subclass. When learning new Spells as this subclass, you can choose any Evocation or Transmutation Spell from the Druid, Warlock, and Sorcerer Spell Lists. At Sorcerer levels 3, 5, 9, 15, and 17, you can choose 1 additional Evocation or Transmutation Spell from the Druid, Warlock, and Sorcerer Spell Lists to learn, as well as 1 Evocation or Transmutation Druid, Warlock, or Sorcerer Cantrip at level 1. When learning any spell you can choose to mutate its damage type to that of your Associated Element's when you learn it. These Spells count as Sorcerer spells for you.

Whenever you gain a Sorcerer level, you can replace the additional Spells you gained at Sorcerer levels 3, 5 ,9, 15, and 17 with another Evocation or Transmutation Spell from the Druid, Warlock, and Sorcerer Spell Lists that has the same Spell Level. This does not include the additional Cantrip you picked at level 1. These cannot be replaced for higher level Spells. 

Acid

You chose the Acid Element as your Associated Element. In addition you learn Acid Arrow at level 3 for free. This spell cannot be replaced, and does not count against your known spells.

Cold

You chose the Cold Element as your Associated Element. In addition you learn Armor of Agathys at level 3 for free. This spell cannot be replaced, and does not count against your known spells.

Fire

You chose the Fire Element as your Associated Element. In addition you learn Scorching Ray at level 3 for free. This spell cannot be replaced, and does not count against your known spells.

Lightning

You chose the Lightning Element as your Associated Element. In addition you learn Witch Bolt at level 3 for free. This spell cannot be replaced, and does not count against your known spells.

Poison

You chose the Poison Element as your Associated Element. In addition you learn Ray of Sickness at level 3 for free. This spell cannot be replaced, and does not count against your known spells.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your element, you can add your Charisma modifier to one damage roll of that spell. You also gain permanent resistance to your Associated Element's damage type.

Additionally you can choose to permanently manifest one of the minor boons seen below:

- You gain a swimming speed equal to your walking speed, and you can breathe in any liquid. When submerged you can still speak the verbal components of spells.

- You gain a climbing speed equal to your walking speed, as well as being able to perform the somatic components to spells while climbing.

- You can move through Difficult Terrain normally and you gain 10ft of movement speed.

- You can easily break objects of size Small or less using your cantrips and spells, and when delivering a Touch or Melee range spell attack, you can degrade a creature or object's AC by -2 for 1 minute without requiring concentration. Doing this again on the same target does not make the degradation stronger, and the spell cannot be delivered remotely via familiar or similar in order for this boon to take effect. 

Will Of The Blood

At 14th level, you gain the ability to passively use your associated element to lift yourself into the air, gaining a flying speed equal to your current speed. The effect of your element might be whirling winds, scaly wings, a fountain of icy water, vine-like stilts sprouting from your feet, etc. You can create this effect as a bonus action on your turn. This effect last until you dismiss it as a bonus action on your turn.

You can’t create your effects while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your effects might be destroyed when you create them.

Elemental Expertise

The elemental magic that flows through your body continues to grow stronger. At 18th level you are naturally immune to your Associated Element's damage type. Additionally you have advantage on or against any spells which deal your Associated Element's damage type.

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