Elemental Origin (5e Subclass)
From D&D Wiki
You are born with a strong connection to a particular element, turning you into a devastating force on the battlefield.
- Elemental Affinity
At first level, you choose one elemental type from the following: Acid, Poison, Fire, Cold, Thunder or Lightning. All spells that deal damage of the chosen element gain extra damage equal to your charisma modifier.
- Elemental Armor
At first level, as long as you're not wearing armor, your AC is 12 + your Dexterity modifier. And you gain a Damage Resistance to the element you have an affinity for.
- Elemental Control
At third level, you gain a +2 to both your ranged spell attacks and your spell saves for spells that are the element of your elemental affinity.
- Elemental Attunement
Starting at 6th level, when you cast a spell that deals elemental damage (Acid, Fire, Cold, Poison, Thunder or Lightning) you may spend 1 sorcery point to change the elemental damage of the spell to your chosen Elemental Affinity, and your Elemental affinity ignores resistances.
- Elemental Protection
Starting at level 14, your elemental armor gains a bonus effect depending on which element you chose for your Elemental Affinity:
- Acid or Poison: enemy melee attacks against you get a -2 to attack and damage rolls
- Fire: When an enemy successfully attacks you, melee and ranged, they take fire damage equal to your charisma modifier.
- Cold: +2 to your AC (This effect doesn't stack with magic items that provide extra AC)
- Lightning or Thunder: +2 to spell save rolls
- Elemental Immunity
Starting at level 16 you gain immunity to the element you have an affinity for.
- Elemental Superiority
Once you reach 18th level, all spells that deal elemental damage of your chosen Affinity type have advantage and ignore immunities.