Base Class: Sorcerer
You have gained the blessing of a minor elemental deity, one who's power is so little that they believe are not able to grant anything a person could truly wish for. So they befriend those who's power already exists in their veins, and slowly infuse them with what little magical power they have, until they are able to use it effectively. Often, these minor deities wish only to see the world through the eyes of their new friend, as they aren't able to leave the elemental planes on their own. Many of these sorcerers take the power of these deities, and forget the ever existing, believing they had this power already, and thinking the invisible friend they was simply imaginary. However, the truly kind sorcerers take their power, and the wishes of their friend, and become something like paladins, destined to show the great things the world, and the deity, have to offer.
These deities are not the only way that sorcerers may gain an Elemental Blessing. Elemental lineage, be that descendants of genies, genasi, and those who have been charged with powerful elemental energies, are often attractive features for the deities who wish to pass on their blessing.
These powers often take the form of the most seemingly harmless aspects of the elemental planes, such as the bubbles which froth in oceans, waterfalls, and murky bogs, or the ash that remains after the fires burn out. The four main Elemental Blessings found are the blessings of Bubbles, Fog, Ash, and Sand.
Blessed Nature (Bubbles)
At 1st level, you choose one elemental blessing, which determines the bonuses granted by the class features. The blessing you choose applies to every class feature, and cannot be changed.
Bubble Blessing:
When you reach 3rd level, you can cast the misty step spell, which does not count against your number of sorcerer spells known. In addition, you may cast this spell using 2 sorcery spells or expending a spell slot. You may cast this spell as a reaction after taking piercing damage, after which you cannot cast this spell until you have completed a long rest. When using this spell you are accompanied by a cloud of bubbles and a loud popping sound.
Additionally, You are able to hold your breath for minutes equal to your proficiency bonus, and are unaffected by the effects of high altitude.
Bubbling Benevolence
Starting at level 6, as a bonus action, you surround yourself or an ally with a 5-foot bubble. This bubble has hit points equal to your sorcerer level, an ac of 10, and a vulnerability to piercing damage. This bubble grants whoever is contained within it protection from this bubble, 1 minute of underwater breathing, and a flying and swimming speed of 10 ft. This bubble lasts 1 minute or until popped, and has room for one medium creatures. If two medium creatures are within this bubble, they are each granted 30 seconds of underwater breathing. While in this bubble you can only take the hide, disengage and dodge actions during combat, as well as using your movement. After using this feature once, you can not use it until you complete a long rest.
You may spend at least 2 sorcery points to enhance this bubble. The underwater breathing increases by 30 seconds, the hit points increase by one, and the the flying and swimming speeds increase by 5 feet for every sorcery point spent. The first two sorcery points spent to enhance this bubble will only enhance it once, but every point spent afterwards will increase by an equivalent amount. You may also use spell slots equaling up to 7 sorcery points to enhance this feature as well.
Spell Bubble
Spell Bubble -Starting at 14th level, you may spend 3 sorcery points as an action to choose and then cast a spell you know of 5th level of lower with an instantaneous duration and contain it within a bubble for 30 seconds. This spell requires the use of a spell slot, and this bubble contains the effects of the spell until popped. The bubble, which has hitpoints equal to 1 + your sorcerer level and a vulnerability to piercing damage, can be popped by being destroyed or popped as a bonus action, causing the spell to activate wherever the bubble was made. This bubble has an AC equal to your charisma modifier, and as a bonus action on your turn, you can move this bubble up to ten feet in any direction. You may have only one Spell Bubble active at a time, and you may only use this feature three times before taking a short rest, even if you have sorcery points remaining.
Bubbling Maelstrom
Your connection to the bountiful life giving powers of bubbles allows you to use them to the fullest extent. As a bonus action, you create a swirling storm of lazily floating bubbles for 1 minute. You may use these bubbles up to five times to perform the following actions. Additionally you may use these charges as temporary spell slots, equal to the levels. These spell slots may not be converted into sorcery points
One charge:
Booming Bubbles- You can pop the bubbles to strike your opponents as a bonus action, dealing 2d8 thunder damage to an enemy within 10 feet. You may use this feature twice as an action, requiring two charges.
Breath giving bubbles-You can grant you or another creature one minute of breathing underwater. As a bonus action, you may grant any creature within 30 ft the ability to breath underwater for 1 minute. This creature must accessible through a hole of 1 inch of more. The creature is not affected by suffocation for the duration.
Bubbling Balloon- You can grant yourself or another creature the ability to fly on a cloud of bubbles. As a bonus action, you can grant another creature a flying speed of 10 feet for one turn, or may grant yourself a flying speed of 30 ft, for one turn.
Bubble Barricade-You can use a charge to cover an ally in a swirl of reflective bubbles making them harder to hit. Their armor class increases by two until they take piercing damage or bubbling maelstrom ends.
Bewitching Bubbles-You use a enchanting cloud of bubbles to charm onlookers, as an action, you may expend one charge to charm an intelligent creature that can see you. This lasts for 1 minute, or until Bubbling Maelstrom ends. The charmed creature is aware it has been charmed, but will not change it's disposition towards you.
Two charges:
Breathtaking Bubbles- You can create a beautiful cloud of bubbles, granting you proficiency with performance, persuasion, and sleight of hand for the duration. Creatures that can see you get disadvantage on insight and perception checks against you.
Antibacterial Bubbling- You slowly fill the area with suds and bubbles. Other creatures within 30 feet have disadvantage on wisdom checks, gain resistance to and are cured of poison, and cannot track you within the area.
Bolstering Bubbles- As an action, you may use your bubbles to restore a creature's health within 30 ft equal to 2d6 + charisma modifier.
You may use two charges to use your Bubbling Benevolence, without sorcery points. After using this feature you may still cast it again once that day using sorcery points
Three charge:
Blinding Bubbles- You create a blinding cloud of bubbles lasting for 1 turns and granting disadvantage on any attack rolls made against you from any creature that can see you. Creatures with the blinded condition or blindvision are unaffected by this. You can use dash, dodge, or disengage as a bonus action.
You may use two charges to use your Spell Bubble, without sorcery points. After using this feature you may still cast it again once using sorcery points before needing a long rest
Four charge: Bamboozling Bubble- As a reaction, you may catch a spell as it happens. As a reaction to another spellcaster using a spell of 5th level or higher, you may catch their spell as it happens. They must make a dc 15 spell saving throw. If they succeed, the spell is cast as normal and you lose 2 charges of Bubbling Maelstrom. If they fail, the spell is captured and the spellcaster does not lose their spell slot. Once the spell has been caught in a bubble, you may immediately neutralize the effects of the spell, crushing the magic in your bubbles. If you do, you may add 1d8 damage to Booming Bubble, of whatever damage type the spell dealt. If the spell deals no damage, the bubbles deal thunder damage.
Brutalizing Bubbles- As an action, you may expend four charges to cause a bubbling maelstrom to erupt from your body, dealing 6d6 thunder damage. All creatures within 30 feet of you must make a dexterity saving throw, if they succeed they take half damage, and if they fail they take full damage and are knocked prone.
Five charge:
Bubbling Betrayal- As an reaction you, may catch a spell of 5th level and lower cast by another spell caster and catch it in the effects of spell bubble. Containing another spellcaster's spell requires tremendous fortitude, and as such requires concentration. On your turn, starting after your first full turn with this contained spell, you must make a charisma saving throw. This saving throw is equal to 20 + the number of consecutive turns you have had the spell contained for -1. If you succeed on the saving throw, you contain the spell for one turn. If you fail, you concentration is broken, popping the bubble, and you take 2d6 necrotic damage.
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