Sorcerer
Base Class: Sorcerer

As an Elemental Adept, you have small Arcana flowing through your veins, with proper control and understanding you gain knowledge
of amplifying this Arcana and awaken a to be a Sorcerer Adept, Sorcerer who is able to Manipulate the Elements.

Elemental Resistance

Starting at 1st level, Gain Resistance to your Affinity

Fire Adept Fire Resistance
Ferrous Adept Acid Resistance
Earth Adept Psychic Resistance
Arboreum Adept Force Resistance
Water Adept Poison Resistance
Frost Adept Cold Resistance
Air Adept Thunder Resistance
Tempest Adept Lightning Resistance

 

When you reach 5th level in this class, You can use your Reaction to Gain Immunity to your Resistance that will last
for an hour. and can be used once per long rest

Dire Affinity

Starting at 1st level, you subconsciously exert and Manifest your Elemental affinity when near death. When damage (that isn't radiant, Necrotic or from a critical hit) reduces you to 0 HP, you can make a CHA saving throw (DC 5 + the damage taken). On a success, you resist that damage (and can't use this feature again until you finish a long rest).

Lesser Elemental

At 6th level, you gain the ability to call forth a lesser elemental of your own bidding.As a bonus action, you can spend 3 sorcery points to magically summon Lesser Elemental of your Affinity to target one creature you can see within 120 ft. of you. The Elemental Has the following Statistics

  • The Elemental is size Medium, not Large, and it counts as a Elemental.
  • Can Move 40ft (Water Elemental and Frost Elemental 40ft Swim Speed) (Air, Fire, and Tempest Elemental Has 40ft Hover/Fly Speed)
  • It's HP when Summoned is your Current HP Halved.
  • It can move through other creatures and objects as if they were difficult terrain. If it occupies an area same as another creature that is Medium and smaller
    the creature must make DC STR SAVE(your spell DC) on a success the creature the Elemental takes the Adjacent block, upon failure the creature takes 2d6 Bludgeoning Damage.
  • At the start of its turn, the Elemental automatically knows its target’s location. If the target was hidden, it is no longer hidden from the Elemental.

    The Elemental has the Following Actions
    Elemental Charge: The elemental move's its full movement in a straight Line knocking any creature within it's path
    dealing 1d6 (Corresponding Element) Bludgeoning to any creature it knocks around and 2d6 to the Creature it ends in-front off.
    (DM Ruling on extra effects per Elemental).
    Elemental Slam: The Elemental Slams It's Body to a creature up to 10Ft away from it, to deal 2d8 (Corresponding Element) Bludgeoning Damage.
    to it, and it must do a DC STR SAVE (your Spell DC) to knock it prone.
    Elemental WhiplashSlash: Elemental Whiplashes a part of it's body to a creature up to 15ft away from it to deal 2d6 (Corresponding Element) Slashing Damage
    (DM Ruling on extra effects per Elemental).

The Elemental appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the Elemental. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The elemental can make opportunity attacks, but only against its target. Additionally, while the elemental is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The Elemental disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Master Burst Manifestation

At 14th level, you gain the ability to  use your 3 or more sorcerer points to Manifest your affinity and Give it a Large Effect and affect it as an action.

Adept's Sphere:

  • Cost 1 action, 3 sorcerer points - 9 Sorcerer Points
  • Range: 150 feet, 20ft Radius
  • A bright streak flashes from your pointing finger to a point you choose within range and then blossoms from the center Manifests your Elemental Affinity. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 Affinity damage on a failed save, or half as much damage on a successful one. (DM Discretion on further affinity Effects)
  • At Higher Levels: When you cast this spell using more Sorcerer points, 4 points or more, the damage increases by 1d6 for each point above 3.
  • Does not use Spell Slots.

You use your Current level of adept Control on it, after doing a DC CON SPELL SAVE (Out of combat),
and DC CON SPELL SAVE + 2 (IN COMBAT)

Master Elemental Adept

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform your spells element and damage to the Elemental affinity.
and Ignoring any resistances to it

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