Sorcerer
Base Class: Sorcerer

Your innate magic comes from one of the oldest and most primal sources, the elements themselves. You might've been exposed to one of the Elemental Planes, or perhaps you can trace your lineage back to a noble genie. Whatever the case, a primordial element is suffused to your very being.

Elemental Infusion

1st-level Primordial Sorcery feature

At 1st level, you choose one element that you are attuned to. The element you choose is used by features you gain later.

Elemental Infusion
Element Feature

Water

You gain a swimming speed equal to your walking speed and can breathe underwater. You learn the shape water cantrip.

Earth

When you are not wearing armor, your AC is 10 + your Constitution modifier + your Charisma modifier. You learn the mold earth cantrip.

Fire

You are resistant to fire damage and can use an action to magically ignite a flammable object you touch. You learn the control flames cantrip.

Air

Your movement speed is increased by 10 feet, your long jump becomes 25 feet, and your high jump becomes 10 feet. You learn the gust cantrip.

 Additionally, you can speak, read, and write Primordial.

Air

Your movement speed is increased by 10 feet, your long jump becomes 25 feet, and your high jump becomes 10 feet. You learn the gust cantrip.

Earth

When you are not wearing armor, your AC is 10 + two times your Charisma modifier. You learn the mold earth cantrip.

Fire

You are resistant to fire damage and can use an action to magically ignite a flammable object you touch. You learn the control flames cantrip.

Water

You gain a swimming speed equal to your walking speed and can breathe underwater. You learn the shape water cantrip.

Planar Mantle

1st-level Primordial Sorcery feature

As a bonus action, you unleash the elemental force that dwells within you. Primordial magic surrounds you, providing you benefits based on your element for 1 minute.

Water

Water swirls around your body, and your eyes glow a vibrant blue. Whenever you hit a creature with a spell or attack, you can move it up to 10 feet back in a straight line.

Earth

Stones and soil coat your body in a layer of armor. You gain temporary hit points equal to your Charisma modifier + your proficiency bonus at the start of each of your turns.

Fire

Flames wreath around your body, and your eyes glow like hot embers. Whenever you roll fire damage, each die receives a bonus equal to your Charisma modifier.

Air

Wind rushes around your body, and your clothes and hair float as if they were weightless. You gain a fly speed equal to your walking speed, and can hover. If you already have an innate flying speed, whether it is from your race, class, or a magic item, you increase your flying speed by an amount equal to your walking speed.

Once you use this feature, you can't use it again until you finish a short rest.

RULE TIP: TEMPORARY HIT POINTS DON'T STACK

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

Air

Wind rushes around your body, and your clothes and hair float as if they were weightless. You gain a fly speed equal to your walking speed, and can hover. If you already have an innate flying speed, whether it is from your race, class, or a magic item, you increase your flying speed by an amount equal to your walking speed.

Earth

Stones and soil coat your body in a layer of armor. You gain temporary hit points equal to your Charisma modifier + your proficiency bonus at the start of each of your turns.

Fire

Flames wreath around your body, and your eyes glow like hot embers. Whenever you roll fire damage, each die receives a bonus equal to your Charisma modifier.

Water

Water swirls around your body, and your eyes glow a vibrant blue. Whenever you hit a creature with a spell or attack, you can move it up to 10 feet back in a straight line.

Primordial Defiance

6th-level subclass feature

Starting at 6th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do, you unleash a powerful blast of your element, producing an effect based on your element.

Water

A surge of water bursts from you, and every creature within 15 feet of you must make a Strength saving throw against your Sorcerer spell save DC. Creatures that fail the saving throw take bludgeoning damage equal to your Charisma modifier and are pushed 15 feet away from you. Creatures that succeed on the saving throw take half as much damage, and are only pushed 5 feet away from you.

If you use this feature while your Planar Mantle is active, creatures that fail the saving throw take bludgeoning damage equal to double your Charisma modifier and are pushed 30 feet away from you. Creatures that succeed on the saving throw take half as much damage, and are only pushed 10 feet away from you. Once you use this feature, your Planar Mantle immediately ends.

Earth

The earth around you erupts, and every creature within 20 feet of you must make a Dexterity saving throw against your Sorcerer spell save DC. Creatures that fail the saving throw take bludgeoning damage equal to double your Charisma modifier, and are knocked prone. Creatures that succeed on the saving throw take half as much damage, and are not knocked prone. The ground within 20 feet of you becomes also difficult terrain until it is cleared.

If you use this feature while your Planar Mantle is active, creatures that fail the saving throw take bludgeoning damage equal to four times your Charisma modifier, they are stunned until the end of your next turn, and they are knocked prone. Creatures that succeed on the saving throw take half as much damage and are knocked prone, but not stunned. Once you use this feature, your Planar Mantle immediately ends.

Fire

An inferno erupts from you, and every creature within 10 feet of you takes fire damage equal to double your Charisma modifier.

If you use this feature while your Planar Mantle is active, every creature within 10 feet of you takes fire damage equal to six times your Charisma modifier. Once you use this feature, your Planar Mantle immediately ends.

Air

A cyclone immediately begins to swirl around you, and every creature within 20 feet of you must make a Constitution saving throw against your Sorcerer spell save DC. Creatures that fail the saving throw take lightning damage equal to your Charisma modifier and those that are large or smaller are lifted into the air by the wind, and remain suspended 15 feet above the ground until the end of your next turn. Creatures that succeed on the saving throw take half as much damage, and are not lifted. You can immediately move up to your walking speed without taking opportunity attacks.

If you use this feature while your Planar Mantle is active, creatures that fail the saving throw are stunned until the end of your next turn, take lightning damage equal to double your Charisma modifier, and those that are large or smaller are lifted 30 feet above the ground until the end of your next turn. Creatures that succeed on the saving throw take half as much damage, are not stunned or lifted off of the ground, but are knocked prone. You can immediately move up to your walking speed without taking opportunity attacks. Additionally, until the end of your next turn, all ranged weapon attacks that pass in or out of the radius automatically fail. Once you use this feature, your Planar Mantle immediately ends.

Once you use this feature, you can't use it again until you finish a long rest.

Air

A cyclone immediately begins to swirl around you, and every creature within 20 feet of you must make a Constitution saving throw against your Sorcerer spell save DC. Creatures that fail the saving throw take lightning damage equal to your Charisma modifier and those that are large or smaller are lifted into the air by the wind, and remain suspended 15 feet above the ground until the end of your next turn. Creatures that succeed on the saving throw take half as much damage, and are not lifted. You can immediately move up to your walking speed without taking opportunity attacks.

If you use this feature while your Planar Mantle is active, creatures that fail the saving throw are stunned until the end of your next turn, take lightning damage equal to double your Charisma modifier, and those that are large or smaller are lifted 30 feet above the ground until the end of your next turn. Creatures that succeed on the saving throw take half as much damage, are not stunned or lifted off of the ground, but are knocked prone. You can immediately move up to your walking speed without taking opportunity attacks. Additionally, until the end of your next turn, all ranged weapon attacks that pass in or out of the radius automatically fail. Once you use this feature, your Planar Mantle immediately ends.

Earth

The earth around you erupts, and every creature within 20 feet of you must make a Dexterity saving throw against your Sorcerer spell save DC. Creatures that fail the saving throw take bludgeoning damage equal to double your Charisma modifier, and are knocked prone. Creatures that succeed on the saving throw take half as much damage, and are not knocked prone. The ground within 20 feet of you becomes also difficult terrain until it is cleared.

If you use this feature while your Planar Mantle is active, creatures that fail the saving throw take bludgeoning damage equal to four times your Charisma modifier, they are stunned until the end of your next turn, and they are knocked prone. Creatures that succeed on the saving throw take half as much damage and are knocked prone, but not stunned. Once you use this feature, your Planar Mantle immediately ends.

Fire

An inferno erupts from you, and every creature within 10 feet of you takes fire damage equal to double your Charisma modifier.

If you use this feature while your Planar Mantle is active, every creature within 10 feet of you takes fire damage equal to six times your Charisma modifier. Once you use this feature, your Planar Mantle immediately ends.

Water

A surge of water bursts from you, and every creature within 15 feet of you must make a Strength saving throw against your Sorcerer spell save DC. Creatures that fail the saving throw take bludgeoning damage equal to your Charisma modifier and are pushed 15 feet away from you. Creatures that succeed on the saving throw take half as much damage, and are only pushed 5 feet away from you.

If you use this feature while your Planar Mantle is active, creatures that fail the saving throw take bludgeoning damage equal to double your Charisma modifier and are pushed 30 feet away from you. Creatures that succeed on the saving throw take half as much damage, and are only pushed 10 feet away from you. Once you use this feature, your Planar Mantle immediately ends.

Form of the Archaic

14th-level Primordial Sorcery feature

You have reached a level of attunement that you can now become one with your element. As an action, you can magically transform yourself into a water elemental, earth elemental, fire elemental, or air elemental, depending on your element, for up to 1 hour. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points or die.

  • While you are transformed, your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.
  • When you transform, you assume the elemental's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You retain your known languages, the ability to cast spells, the ability to use class features, and any benefits from your class, race, or other sources. Your equipment merges into your elemental form, and cannot be used until you revert to your normal form. You can use your Primordial Defiance feature while in your elemental form, preventing you from reverting back to your normal form.
  • In addition to the traits that the elemental has, you also have the False Appearance trait while in your elemental form. While you remain motionless, you are indistinguishable from a normal example of your element.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Air

As an action, you can magically transform yourself into an air elemental for up to 1 hour.

Earth

As an action, you can magically transform yourself into an earth elemental for up to 1 hour.

Fire

As an action, you can magically transform yourself into a fire elemental for up to 1 hour.

Water

As an action, you can magically transform yourself into a water elemental for up to 1 hour.

Elemental Mastery

18th-level Primordial Sorcery feature

Once you reach 18th level, your control over your element has grown so that you can completely bend it to your will. As a bonus action, you can spend 6 sorcery points to take control of your element within a 100-foot radius for up to 10 minutes. For the duration, you can create effects in the area based on your element.

You can spend 1 or more sorcery points to extend the duration of this feature. For each point you spend, the duration is extended by an additional 10 minutes. You can decide to spend sorcery points in this way at any point during the duration (no action required).

You can only have one effect at a time that replicates the effects of a spell. If you attempt to use another one while having one active, the first immediately vanishes. The only exception to this are creations made from stone, which freeze in place instead.

Water

  • As a bonus action, you can double your swim speed while in the area you are controlling, as you use the water to push you towards your destination.
  • As an action, you can choose a number of creatures up to your Charisma modifier in the area and grant them a swimming speed equal to their walking speed, the ability to breathe underwater, or the ability to walk on water. These effects only apply while within the area you are controlling.
  • As an action, you can replicate the effects of the Control Water spell anywhere within the area you are controlling. When done in this way, you can control all of the water within the area, instead of being limited by the spell's usual range.
  • As an action, you can replicate the effects of the Wall of Water spell anywhere within the area you are controlling. When done in this way, there is no limit to how long a straight wall can be or what the diameter of a ringed wall can be, so long as it still fits within the area you are controlling. Additionally, you can shift frozen sections out of the way using a bonus action. The wall lasts until you replicate the effects of another spell, until you dispel it, or until your control over the area ends.
  • As an action, you can replicate the effects of the Watery Sphere spell anywhere within the area you are controlling. When done in this way, the sphere is created by drawing on the water in the area, as opposed to being conjured into existence. Additionally, you can move the sphere anywhere you want to within the area of water you are controlling, even underwater. You can only have one sphere of water at a time. If you attempt to creature another watery sphere while you already have one, the first one immediately falls and releases all creatures within it.

Earth

  • As a bonus action, so long as you are touching the ground, you can transport yourself anywhere else on the ground within the area you are controlling, as you move through the earth to get to your destination. Moving in this way only provokes opportunity attacks when you enter into the ground.
  • As an action, you can choose a medium or smaller creature within the area that is touching the ground and transport them to a location of your choice on the ground within the area you are controlling. If the creature is unwilling, it must make a Strength saving throw against your spell save DC.
  • As an action, you can choose one creature within the area that is within 10 feet of the ground and force it to make a Strength saving throw against your spell save DC. On a failed saving throw, the creature is restrained by earthen bonds. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. If you attempt to restrain multiple creatures at once, you must use either your action or your bonus action on each turn to sustain them. If you do not, the earthen bonds immediately fall away and release the creatures held by them.
  • As an action, you can replicate the effects of the Move Earth spell anywhere within the area you are controlling. When done in this way, there is no limit to the area you can move, though the restrictions on what you can do with the earth still apply. Additionally, the changes you make move much faster. For every 10 feet you move, it takes one round to complete. The changes make progress at the beginning of your next turn.
  • As an action, you can replicate the effects of the Stone Shape spell anywhere within the area you are controlling.
  • As an action, you can replicate the effects of the Wall of Stone spell anywhere within the area you are controlling. When done in this way, the wall is created by drawing from the surrounding stone, as opposed to being conjured into existence. The only limitations to the length, width, and height of the wall are from the amount of stone you have to work with within the area you are controlling.

Fire

  • As a bonus action, you can grant yourself immunity to fire damage while in the area you are controlling.
  • As an action, you can choose a number of creatures up to your Charisma modifier and grant them immunity to fire damage. This effect only applies while within the area you are controlling.
  • As an action, you can replicate the effects of the Create Bonfire spell anywhere within the area you are controlling.
  • As an action, you can replicate the effects of the Control Flames spell anywhere within the area you are controlling. When done in this way, you can target any and all flames in the area at once.
  • As an action, you can replicate the effects of the Flaming Sphere spell anywhere within the area you are controlling. When done in this way, you can use a bonus action to move the sphere up to 50 feet in any direction. You can only have one flaming sphere at a time.
  • As an action, you can replicate the effects of the Wall of Fire spell anywhere within the area you are controlling. When done in this way, there is no limit to how long a straight wall can be or what the diameter of a ringed wall can be.
  • As an action, you can replicate the effects of the Fire Storm spell anywhere within the area you are controlling. When done in this way, there is no limit to the area it can effect, so long as it fits within the area you are controlling. Once you use this action, your control over the area immediately ends.

Air

  • As a bonus action, you can double your flying speed while in the area you are controlling, as you use the winds to carry you to your destination.
  • As an action, you can choose a number of creatures up to your Charisma modifier and grant them a flying speed equal to their walking speed. This effect only applies while within the area you are controlling.
  • As a reaction, you can replicate the effects of the Feather Fall spell anywhere within the area you are controlling.
  • As an action, you can replicate the effects of the Control Winds spell anywhere within the area you are controlling. When done in this way, you can control all of the air within the area, instead of being limited by the spell's usual range.
  • As an action, you can replicate the effects of the Wind Wall spell anywhere within the area you are controlling. When done in this way, there is no limit to how long it can be.
Air

You can produce the following effects as you take control of all of the air in a 100-foot radius:

  • As a bonus action, you can double your flying speed while in the area you are controlling, as you use the winds to carry you to your destination.
  • As an action, you can choose a number of creatures up to your Charisma modifier and grant them a flying speed equal to their walking speed. This effect only applies while within the area you are controlling.
  • As a reaction, you can replicate the effects of the Feather Fall spell anywhere within the area you are controlling.
  • As an action, you can replicate the effects of the Control Winds spell anywhere within the area you are controlling. When done in this way, you can control all of the air within the area, instead of being limited by the spell's usual range.
  • As an action, you can replicate the effects of the Wind Wall spell anywhere within the area you are controlling. When done in this way, there is no limit to how long it can be.

Earth

You can produce the following effects as you take control of all of the earth in a 100-foot radius:

  • As a bonus action, so long as you are touching the ground, you can transport yourself anywhere else on the ground within the area you are controlling, as you move through the earth to get to your destination. Moving in this way only provokes opportunity attacks when you enter into the ground.
  • As an action, you can choose a medium or smaller creature within the area that is touching the ground and transport them to a location of your choice on the ground within the area you are controlling. If the creature is unwilling, it must make a Strength saving throw against your spell save DC.
  • As an action, you can choose one creature within the area that is within 10 feet of the ground and force it to make a Strength saving throw against your spell save DC. On a failed saving throw, the creature is restrained by earthen bonds. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. If you attempt to restrain multiple creatures at once, you must use either your action or your bonus action on each turn to sustain them. If you do not, the earthen bonds immediately fall away and release the creatures held by them.
  • As an action, you can replicate the effects of the Move Earth spell anywhere within the area you are controlling. When done in this way, there is no limit to the area you can move, though the restrictions on what you can do with the earth still apply. Additionally, the changes you make move much faster. For every 10 feet you move, it takes one round to complete. The changes make progress at the beginning of your next turn.
  • As an action, you can replicate the effects of the Stone Shape spell anywhere within the area you are controlling.
  • As an action, you can replicate the effects of the Wall of Stone spell anywhere within the area you are controlling. When done in this way, the wall is created by drawing from the surrounding stone, as opposed to being conjured into existence. The only limitations to the length, width, and height of the wall are from the amount of stone you have to work with within the area you are controlling.

Fire

You can produce the following effects as you take control of all of the fire in a 100-foot radius:

  • As a bonus action, you can grant yourself immunity to fire damage while in the area you are controlling.
  • As an action, you can choose a number of creatures up to your Charisma modifier and grant them immunity to fire damage. This effect only applies while within the area you are controlling.
  • As an action, you can replicate the effects of the Create Bonfire spell anywhere within the area you are controlling.
  • As an action, you can replicate the effects of the Control Flames spell anywhere within the area you are controlling. When done in this way, you can target any and all flames in the area at once.
  • As an action, you can replicate the effects of the Flaming Sphere spell anywhere within the area you are controlling. When done in this way, you can use a bonus action to move the sphere up to 50 feet in any direction. You can only have one flaming sphere at a time.
  • As an action, you can replicate the effects of the Wall of Fire spell anywhere within the area you are controlling. When done in this way, there is no limit to how long a straight wall can be or what the diameter of a ringed wall can be.
  • As an action, you can replicate the effects of the Fire Storm spell anywhere within the area you are controlling. When done in this way, there is no limit to the area it can effect, so long as it fits within the area you are controlling. Once you use this action, your control over the area immediately ends.

Water

You can produce the following effects as you take control of all of the water in a 100-foot radius:

  • As a bonus action, you can double your swim speed while in the area you are controlling, as you use the water to push you towards your destination.
  • As an action, you can choose a number of creatures up to your Charisma modifier in the area and grant them a swimming speed equal to their walking speed, the ability to breathe underwater, or the ability to walk on water. These effects only apply while within the area you are controlling.
  • As an action, you can replicate the effects of the Control Water spell anywhere within the area you are controlling. When done in this way, you can control all of the water within the area, instead of being limited by the spell's usual range.
  • As an action, you can replicate the effects of the Wall of Water spell anywhere within the area you are controlling. When done in this way, there is no limit to how long a straight wall can be or what the diameter of a ringed wall can be, so long as it still fits within the area you are controlling. Additionally, you can shift frozen sections out of the way using a bonus action. The wall lasts until you replicate the effects of another spell, until you dispel it, or until your control over the area ends.
  • As an action, you can replicate the effects of the Watery Sphere spell anywhere within the area you are controlling. When done in this way, the sphere is created by drawing on the water in the area, as opposed to being conjured into existence. Additionally, you can move the sphere anywhere you want to within the area of water you are controlling, even underwater. You can only have one sphere of water at a time. If you attempt to creature another watery sphere while you already have one, the first one immediately falls and releases all creatures within it.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2021 7:33:54 PM
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4/24/2021 11:11:07 PM
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