Sorcerer
Base Class: Sorcerer

You manifest magic of the four elements: water, earth, fire, and air. Your magic could be the result of at least one genie in your ancestry, emerging as magical power instead of (or in addition to) making you a genasi. It could be the result of a journey through the Elemental Planes that infused you with magic. Or perhaps you even absorbed an elemental's power in an eldritch ritual.

You might wield the power of only one of the four elements, or you might pursue all four nearly equally. Every elemental sorcerer begins with a natural talent for one element. Some choose to focus on that element exclusively, while others spend their careers gradually learning how to use all four elements.

Elemental Specialty

Beginning at 1st level, you select one element to specialize in out of the four options: Air, Earth, Fire, or Water. This is your primary specialization, and you gain the benefits listed below for your selection.

Air. You can hold your breath indefinitely while you’re not incapacitated, and when you speak, you can choose to speak up to twice as loudly as normal.

Earth. You add your Charisma modifier (minimum +1) to any saving throws you make against disease, petrification, or nonmagical exhaustion.

Fire. You don’t suffer the effects of extreme heat or cold, as described in the Dungeon Master’s Guide. Also, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and ignite it.

Water. You can breathe underwater, and you gain a swimming speed equal to your walking speed while you are concentrating on it as if it were a spell.

You also learn additional spells when you reach certain levels in this class, as shown on the table for your chosen element. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you can know. These spells can’t be replaced when you gain a level in this class.

Air Magic Spells
Sorcerer Level
Spell
1st thunderwave
3rd gust of wind
5th fly
7th cyclone (new)
9th control winds
Earth Magic Spells
Sorcerer Level
Spell
1st shield of faith
3rd terra spike (new)
5th petrify (new)
7th stone shape
9th wall of stone
Fire Magic Spells
Sorcerer Level
Spell
1st hellish rebuke
3rd heat metal
5th fireball
7th wall of fire
9th immolation
 Water Magic Spells
Sorcerer Level
Spell
1st create or destroy water
3rd drown (new)
5th tidal wave
7th control water
9th maelstrom

New spells must be selected manually in the character builder.

Air Magic Specialty

At 1st level, you select one element to specialize in out of the four options: Air, Earth, Fire, or Water. This is your primary specialization, and you gain benefits associated with it for this feature and future features.

Earth Magic Specialty

At 1st level, you select one element to specialize in out of the four options: Air, Earth, Fire, or Water. This is your primary specialization, and you gain benefits associated with it for this feature and future features.

Fire Magic Specialty

At 1st level, you select one element to specialize in out of the four options: Air, Earth, Fire, or Water. This is your primary specialization, and you gain benefits associated with it for this feature and future features.

Water Magic Specialty

At 1st level, you select one element to specialize in out of the four options: Air, Earth, Fire, or Water. This is your primary specialization, and you gain benefits associated with it for this feature and future features.

Armored by the Elements

Also at 1st level, you gain benefits based on your choice for your Elemental Specialty feature.

Armored by Air

At the start of each of your turns, you can choose to deal thunder damage equal to 2 + half your sorcerer level to each creature that is grappling you. A creature that critically hits you with a melee attack while within 5 feet of you also takes this damage.

Armored by Earth or Water

Your AC equals 13 + your Dexterity modifier while you aren’t wearing armor. If you chose Earth, your body is protected by stone, tough skin, thick fur, soft metal, clay, sand, dirt, crystal, or some other form of earth; if you chose Water, it is protected by ice, coral, sea shells, fish scales, tough skin, a layer of blubber, swirling water, mist, or some other form of water (choose the form of protection when you gain this feature).

Armored by Fire

At the start of each of your turns, you can choose to deal fire damage equal to 2 + half your sorcerer level to each creature that is grappling you. A creature that critically hits you with a melee attack while within 5 feet of you also takes this damage.

Elemental Mastery

Starting at 6th level, you can spend 1 sorcery point as an action on your turn to gain resistance for 1 hour to a particular damage type determined by your choice for your Elemental Specialty feature.

Air. You gain resistance to thunder damage.

Earth. You gain resistance to poison damage.

Fire. You gain resistance to fire damage.

Water. You gain resistance to cold damage.

In addition, you choose one of the following cantrips: control flamesgustmold earth, or shape water.

If you don't know the chosen cantrip, you learn it, and it doesn't count against the number of cantrips you can learn as a sorcerer. This spell can’t be replaced when you gain a level in this class. If you already know the cantrip, it becomes more powerful for you instead: the range of the spell is increased by 30 feet for you.

When you reach 10th level, then again at 14th level, you choose a cantrip from the list again. You can choose a new cantrip or the same cantrip again. The effects are the same, and the increases to range are cumulative. If you choose the same cantrip all three times, distances within the spell's description are also tripled for you.

Whenever you gain a sorcerer level, you can change up to one of the decisions you made for this feature.

Mastery: Control Flames

You know the control flames cantrip. Multiple selections increase the range of the spell by 30 feet each time.

Mastery: Gust

You know the gust cantrip. Multiple selections increase the range of the spell by 30 feet each time.

Mastery: Mold Earth

You know the mold earth cantrip. Multiple selections increase the range of the spell by 30 feet each time.

Mastery: Shape Water

You know the shape water cantrip. Multiple selections increase the range of the spell by 30 feet each time.

Elemental Talent

Also at 6th level, you gain 3 bonus sorcery points. These sorcery points can't be converted into spell slots and can only be used for metamagic or a class feature granted by this subclass. If metamagic, the option you use must affect a spell of 1st-level or higher, and it must fit certain criteria that are determined by your choice of one of five talents when you gain this feature.

You regain any unexpended sorcery points when you finish a long rest. You gain an additional one of these bonus sorcery points when you reach 10th level, and again at 14th level and 18th level.

Choose one of the following options for your talent.

Aeromancy Talent

The spell must be an aeromancy spell.

Elemancy Talent

The spell must be an elemancy spell, or else the spell must be either an aeromancy, geomancy, hydromancy, or pyromancy spell, it can't be of any of the same specializations as the last spell you cast, and you must be affected by a special magical rhythm. You enter this rhythm after you cast an aeromancy, geomancy, hydromancy, or pyromancy spell, and it lasts until the end of your next turn or until you roll initiative.

Geomancy Talent

The spell must be a geomancy spell.

Hydromancy Talent

The spell must be a hydromancy spell.

Pyromancy Talent

The spell must be a pyromancy spell.

Primordial Emissary

Starting at 14th level, you know conjure elemental and conjure minor elementals as sorcerer spells, and they don't count against the number of sorcerer spells you can learn. As an action, you can spend 4 sorcery points to cast conjure minor elementals or 5 sorcery points to cast conjure elemental, without expending a spell slot. You can cast conjure minor elementals once as an action without expending a spell slot or sorcery points, and you regain the ability to do so when you finish a long rest.

When you cast a spell that summons or creates an elemental, you gain a bonus to any Constitution saving throws you make to maintain concentration on the spell equal to your Charisma modifier (minimum +1).

In addition, you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those speaking its dialects: Aquan, Auran, Ignan, and Terran. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Transmute Body

At 18th level, your body becomes a vessel for elemental magic, and you choose one of the following elementals: air elemental, earth elemental, fire elemental, or water elemental. You can spend 4 sorcery points as an action on your turn to transform into that element.

For 1 minute, your game statistics are replaced by the statistics of your chosen elemental, but you retain your size, hit points, alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You retain your AC if it is higher than your new form's. You also retain all of your skill and saving throw proficiencies, and the benefit of any features from your class, race, or other source. You can still speak, use your hands, and cast spells. Your equipment is unharmed by your new form and you can use it as normal.

The transformation ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest.

Transmute Body: Air Elemental

You can spend 4 sorcery points as an action on your turn to transform your body.

For 1 minute, your game statistics are replaced by the statistics of a air elemental, but you retain your size, hit points, alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You retain your AC if it is higher than your new form's. You also retain all of your skill and saving throw proficiencies, and the benefit of any features from your class, race, or other source. You can still speak, use your hands, and cast spells. Your equipment is unharmed by your new form and you can use it as normal.

The transformation ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest.

Transmute Body: Earth Elemental

You can spend 4 sorcery points as an action on your turn to transform your body.

For 1 minute, your game statistics are replaced by the statistics of a earth elemental, but you retain your size, hit points, alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You retain your AC if it is higher than your new form's. You also retain all of your skill and saving throw proficiencies, and the benefit of any features from your class, race, or other source. You can still speak, use your hands, and cast spells. Your equipment is unharmed by your new form and you can use it as normal.

The transformation ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest.

Transmute Body: Fire Elemental

You can spend 4 sorcery points as an action on your turn to transform your body.

For 1 minute, your game statistics are replaced by the statistics of a fire elemental, but you retain your size, hit points, alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You retain your AC if it is higher than your new form's. You also retain all of your skill and saving throw proficiencies, and the benefit of any features from your class, race, or other source. You can still speak, use your hands, and cast spells. Your equipment is unharmed by your new form and you can use it as normal.

The transformation ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest.

Transmute Body: Water Elemental

You can spend 4 sorcery points as an action on your turn to transform your body.

For 1 minute, your game statistics are replaced by the statistics of a water elemental, but you retain your size, hit points, alignment, personality, and your Intelligence, Wisdom, and Charisma scores. You retain your AC if it is higher than your new form's. You also retain all of your skill and saving throw proficiencies, and the benefit of any features from your class, race, or other source. You can still speak, use your hands, and cast spells. Your equipment is unharmed by your new form and you can use it as normal.

The transformation ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you have used this feature, you can't use it again until you finish a short or long rest.

Previous Versions

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