Elemental Bloodline

The formidable power of the elements courses like a tempestuous river, at times surging beyond your control with unrestrained fury. The genesis of this extraordinary influence finds its roots in a remarkable convergence of fate—an elemental visitor from realms beyond, or a defining encounter with the raw might of elemental forces that forever left their mark upon you and your ancestral lineage. Whether your veins burn with the heat of molten rock, crackle with the fury of the storm, flow with the depths of the ocean, or shift with the whispers of the wind, your very essence is inexorably tied to the primal forces of creation.  

Bloodline Spells

1st-Level Sorcerer (Elemental) Feature   Your magical bloodline has infused you with the ability to cast certain spells. At 1st, 3rd, 5th, 7th, and 9th level, you gain access to bloodline spells connected to your particular elemental affinity. Choose one of the following elements: Fire, Water, Air, or Earth. This choice determines certain features of your subclass and the spells granted to you. This choice can't be changed later.   Once you gain access to a bloodline spell, you always have access to it, it can't be changed to a different spell when you gain a level, and it doesn't count against your number of spells known. If you gain access to a spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. A listed spell is of a base level equal to your highest-level sorcerer spell slot at a given level, even if it is of a different level for other classes.  
Sorcerer LevelBloodline Spells (Fire)Bloodline Spells (Water)Bloodline Spells (Air)Bloodline Spells (Earth)
1stControl Flames, Burning Hands, Hellish RebukeShape Water, Create or Destroy Water, Ice KnifeGust, Feather Fall, ThunderwaveMold Earth, Earth Tremor, Absorb Elements
3rdScorching Ray, Flaming SphereMisty Step, Acid ArrowGust of Wind, ShatterEarthen Grasp, Spike Growth
5thFireball, Protection from EnergyWall of Water, Sleet StormFly, Lightning BoltErupting Earth, Protection from Energy
7thWall of Fire, Fire ShieldControl Water, Ice StormGreater Invisibility, Storm SphereStone Shape, Stoneskin
9thFlame Strike, ImmolationCone of Cold, MaelstromCloudkill, Control WindsWall of Stone, Transmute Rock

Elemental Affinity

1st-Level Sorcerer (Elemental) Feature   Your connection to the elements manifests as a powerful resistance and a guiding force for your magic. You gain the benefits of the choice made for your Bloodline Spells.  
  • Fire: You gain resistance to fire damage, and when you cast a spell that deals fire damage, you can add your Charisma modifier to one roll of that spell’s damage. Additionally, you learn to speak, read, and write Pyric.
  • Water: You gain resistance to cold damage, and when you cast a spell that deals cold damage, you can add your Charisma modifier to one roll of that spell’s damage. Additionally, you learn to speak, read, and write Thalassic.
  • Air: You gain resistance to lightning damage, and when you cast a spell that deals lightning damage, you can add your Charisma modifier to one roll of that spell’s damage. Additionally, you learn to speak, read, and write Auran.
  • Earth: You gain resistance to acid damage, and when you cast a spell that deals acid damage, you can add your Charisma modifier to one roll of that spell’s damage. Additionally, you learn to speak, read, and write Terran.
  • Elemental Surge

    6th-Level Sorcerer (Elemental) Feature   Your control over elemental energy surges unpredictably, fueling your magic with raw power. When you cast a spell of 1st level or higher that deals the type of damage associated with your elemental affinity, you can unleash an additional surge of power:  
  • Fire: Targets that take fire damage from the spell also ignite, taking 1d6 fire damage at the start of their next turn.
  • Water: If a target takes cold damage, their movement speed is reduced by 10 feet until the end of your next turn.
  • Air: If a target takes lightning damage, they have disadvantage on their next attack roll before the end of your next turn.
  • Earth: If a target takes acid damage, they must succeed on a Strength saving throw or be knocked Prone.
  • You can use this ability a number of times equal to your Sorcerer Power Reservoir, regaining all expended uses when you finish a long rest.

    Elemental Eruption

    14th-Level Sorcerer (Elemental) Feature   When you let the elements fully consume you, they lash out in a devastating eruption. As an action, you can spend 5 sorcery points to release an elemental explosion in a 20-foot radius centered on you. Each creature of your choice in the area must make a Dexterity saving throw (Fire/Air), Strength saving throw (Earth), or Constitution saving throw (Water). On a failed save, they take 4d10 damage of the type associated with your chosen element and the following effect happens:  
  • Fire: The area ignites for 1 minute, and creature other than you that enter the area or start their turn in the area must make a Dexterity saving throw, taking 2d6 fire damage on a failure.
  • Water: The area becomes slick and is difficult terrain for 1 minute. A creature other than you that enters the area or starts its turn there must make a Dexterity saving throw or fall Prone.
  • Air: Strong winds circle the area for 1 minute, causing ranged attack rolls from creatures other than you that pass through the area to be made at disadvantage, and creature other than you that enter the area or start their turn in the area must make a Strength saving throw, being pushed 10 feet away from you on a failure.
  • Earth: The ground trembles for 1 minute, and creature other than you that enter the area or start their turn in the area must make a Strength saving throw, taking 1d6 bludgeoning damage and falling Prone on a failure.
  • Once you use this ability, you must finish a long rest before using it again, unless you spend 7 sorcery points to use it again.

    Elemental Embodiment

    18th-Level Sorcerer (Elemental) Feature   You become a living avatar of your chosen element, granting you immense power:  
  • Fire: You gain immunity to fire damage, and any creature that hits you with a melee attack takes fire damage equal to your Charisma modifier.
  • Water: You gain immunity to cold damage and can breathe underwater. Additionally, you gain a swim speed equal to your walking speed.
  • Air: You gain immunity to lightning damage and a fly speed equal to your walking speed and can hover.
  • Earth: You gain immunity to acid damage and tremorsense out to 30 feet. Additionally, you can move through nonmagical difficult terrain made of earth or stone without expending extra movement.

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