Sorcerer, Elemental Variant (5e Class)
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- 1 Sorcerer Elemental Variant
- 2 Class Features
- 3 Spellcasting
- 4 Spell Slots
- 5 Spellcasting Ability
- 6 Spell List
- 7 Sorcerous Origin
- 8 Elemental Affinity
- 9 Attuned to The Elements
- 10 Elemental Incarnation
- 11 Sorcerous Origin
- 11.1 Celestial Blessing
- 11.2 Demonic Heritage
- 11.3 Draconic Bloodline
- 11.4 Fey Ancestry
- 12 Elemental Affinity
- 12.1 Air
- 12.2 Earth
- 12.3 Fire
- 12.4 Water
Sorcerer Elemental Variant
As a Sorcerer you gain the following class features.
- Hit Points
Weapons: Daggers, Quarterstaves, Handaxes, Maces
Saving Throws: Constitution, Charisma
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A quarterstaff or (b) a mace
- (a) A component Pouch or (b) an arcane focus
- (a) A dungeoneer’s pack or (b) an explorer’s pack
- (a) A Dagger or (b) a handaxe
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Sorcerous Origin||2||2||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||3||5||4||3||—||—||—||—||—||—||—|
|5th||+3||Sorcerous Origin Feature||3||6||4||3||2||—||—||—||—||—||—|
|6th||+3||Magical Atunement Feature||3||7||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||3||9||4||3||3||2||—||—||—||—||—|
|9th||+4||Sorcerous Origin Feature||3||10||4||3||3||3||1||—||—||—||—|
|10th||+4||Magical Atunement Feature||4||11||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||4||12||4||3||3||3||2||1||—||—||—|
|13th||+5||Sorcerous Origin Feature||4||13||4||3||3||3||2||1||1||—||—|
|14th||+5||Magical Atunement Feature||4||13||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||4||14||4||3||3||3||2||1||1||1||—|
|17th||+6||Sorcerous Origin Feature||4||15||4||3||3||3||2||1||1||1||1|
|18th||+6||Magical Atunement Feature||4||15||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||4||15||4||3||3||3||3||2||1||1||1|
At 1st level, you gain the ability to cast spells. You know a number of spells based on your sorcerer level, and when you level up you can exchange a known spell for a spell you are able to cast.
The sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier Spell Attack Modifier = your proficiency bonus + your Charisma Modifier
Cantrips: Air: Mage Hand, Lighting Lure Fire: Green-Flame Blade, Produce Flame Earth: Thaumaturgy, Minor Illusion Water: Chill Touch, Ray Of Frost
1st: Air: Jump, Longstrider, Silent Image Fire: Burning Hands, Faerie Fire, Fog Cloud Earth: Disguise Self, Mage Armor, Shield Water: Charm Person, Create Or Destroy Water, Goodberry
2nd: Air: Gust Of Wind, Pass Without Trace, Invisibility Fire: Flame Blade, Heat Metal, Scorching Ray Earth: Enhance Ability, Hold Person, Spike Growth Water: Calm Emotions, See Invisibility, Silence
3rd: Air: Call Lightning, Haste, Wind Wall Fire: Daylight, Fireball, Gaseous Form Earth: Counterspell, Slow, Meld Into Stone Water: Blur, Hypnotic Pattern, Sleet Storm
4th: Air: Dimension Door, Greater Invisibility Fire: Fire Shield, Wall Of Fire Earth: Freedom Of Movement, Stone Shape Water: Control Water, Ice Storm Other: Conjure Minor Elementals
5th: Air: Cloudkill, Passwall Fire: Immolation, Reincarnate Earth: Awaken, Wall Of Stone Water: Antilife Shell, Cone Of Cold Other: Conjure Elemental
6th: Air: Chain Lightning, Blade Barrier Fire: Disintegrate, Sunbeam Earth: Move Earth, Wall Of Earth Water: Eyebite, Wall Of Ice
7th: Air: Etherealness Fire: Fire Storm Earth: Reverse Gravity Water: Regenerate
8th: Air: Control Weather Fire: Incendiary Cloud Earth: Earthquake Water: Tsunami
9th: Air: Storm Of Vengeance Fire: Meteor Swarm Earth: Shapechange Water: Weird
Choose a sorcerous origin, which describes the source of your arcane powers: Celestial blessing, Demonic heritage, Draconic Bloodline, or Fey Ancestry, you gain additional features at levels 5, 9, 13, and 17. Detailed at the end of the class description.
At level 2 you choose a particular affinity that your magic is focused upon: Air, Earth, Fire, or Water, you can choose to improve an affinity or select another at levels 6, 10, 14, and 18. Detailed at the end of the class description.
Attuned to The Elements
At level 5 you can use 1st level spells that are based off of your element without using a spell slot. At level 11 this also includes 2nd level spells of your element, and 3rd level spells of your element at 17th level.
At 20th level you embody the raw force of the elements. Your Constitution and Charisma scores increase by 4. Your maximum for these scores is now 24.
You can speak, read, and write in celestial, add Light as a known cantrip, and add Cure Wounds and Healing Word to your list of known spells.
Shield of Reflection
Starting at 5th level you may create a shield that reflects light into a focused beam of daylight, 30 feet in dim light and 60 feet in normal light, the shield lasts for 1 minute and provides you with + 2 AC, you may create this shield once after finishing a short or long rest.
Once you have reached level 9 you may draw upon your divine blood into a single command, choose one creature within 60 feet, that creature must make a charisma save or be subjected to truth, if they fail they must speak only the truth for 1 hour, the creature must respond immediately to all questions you ask them. You may use this feature once after finishing a long rest.
When you reach 13th level you can no longer be instantly killed by unnatural means.
At level 17 you may, as an action, transform yourself into a Planetar for 1d6 rounds, you retain your own hit points, at the end of your transformation you must make a Constitution check of DC 20 or suffer 1 level of exhaustion.
Your walking speed increases by 10 feet and can speak, read, and write in Abyssal. Because of the unnatural power flowing through your veins, you gain a +2 to health per level
At level 5 you no longer provoke attacks of opportunity when you move.
Claws of the Demon
Starting at level 9 your fingers become strong enough to use as claws, and are fueled with fiendish power. You gain proficiency in unarmed strikes, and they deal 1d6 slashing damage, and 1d6 poison damage. Additionally, you may climb difficult surfaces, including vertical surfaces & on the ceiling, without having to make an ability check.
At level 13 you may take a reaction on every turn while in combat.
At level 17 you may, as an action, you can innately teleport, along with any equipment you are carrying, up to 120 feet to an unoccupied space that you can see. You can also use a spell slot for this ability. Every level of spell slot counts as an additional 20ft. If you use a spell slot that is higher than 6th level, you no longer require line of sight. At level 20, you can also cast plane shift without any components on yourself. You can only use the ability after taking a long rest.
Choose a draconic ancestor, you can read write and speak in draconic. Because of the great strength and power of you ancestors, your hit die and health are now 1d10.
As magic flows through your body it causes you to take on a more draconic appearance, your maximum hit point maximum increases by one and increases by one again whenever you take a level in this class. Additionally you grow scales on your forearms and your nails grow elongated. When you aren't wearing armor your AC equals 13 + your Dexterity modifier and your unarmed attacks deal 1d6 plus CHA mod in (elemental) dmg.
Eyes of the Dragon
Starting at level 5 your eyes change into the intimidating eyes of a dragon, as an action you can glare and snarl at a creature within 30 feet of you, make an Intimidation check, the target must make a Wisdom saving throw aginst your check set as the DC, if it fails it becomes frightened of you for one minute, it repeats this save against the original DC at the end of each of its turns.
At level 9 you gain resistance in your dragon ancestor's element.
Immediately upon attaining level 13 you sprout wings in the fashion of your dragon ancestor, you gain a flying speed equal to your walking speed, if you wear armor it must be specifically crafted to accommodate them, otherwise you cannot wear the armor.
When you reach 17th level you become immune to your dragon's element and your Dragon scales grow to cover your back as well and you nails become claws, increasing the AC of Draconic resilience to 15 + your Dexterity modifier and you unarmed attacks deal 1d12 plus CHA mod in (elemental) dmg.
You gain Druidcraft as a cantrip and add Detect magic and Entangle to your list of known spells and you can speak, read, and write, in Sylvan.
At level 5 you may cast Charm Person at will without expending any spell slots.
Beginning at level 9, once on your turn you may use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree. Both trees must be Large or bigger.
At 13th level you gain advantage on saving throws against spells and other magical effects.
At level 17 you may add your Charisma modifier to all saving throws.
You learn the winds of chaos cantrip Winds Of Chaos (5e Spell)
Level 1: Wind Rider
You may, as an action turn into a gaseous state then rush forward into a straight line up to twice your movement speed, then you revert back, you do not provoke attacks of opportunity while in this state.
Level 2: Lightning Strike
When you use Wind Rider you may instead become a bolt of lightning, if you do so you move up to three times your movement speed, if you move through any creatures they must make a dexterity save or take 6d6 lightning damage, save for half. You may use this ability a number of times per day equal to your Charisma modifier.
Level 3: Air Pocket/Scent
You may create a pocket of air enough to allow an amount of creatures equal to your Charisma modifier to breathe normally no matter what the environment is, this lasts for 1 hour, you may use this ability once after you finish a short or long rest, additionally you gain the scent ability.
Level 4: Wind Dance
After you cast an Air spell you may immediately move up to half your speed without provoking an attack of opportunity.
Level 5: Master of the Current
You gain proficiency in Dexterity saves and gain the Evasive ability.
You learn the earthen onslaught cantrip Earthen Onslaught (5e Spell)'
Level 1: Tectonic Shifter
You may, as a bonus action slam your foot into the ground creating a 5 foot wide, 1 foot thick barrier of rock adjacent to you, if placed between yourself and another creature, neither of you is considered within the others threatened area, this must be used on a patch of earth, the barrier crumbles at the start of your next turn.
Level 2: Tremor Sense
While you are on the ground you have blindsight out to 60 feet, you can only see creatures this way that are also touching the ground, or a wall within your blindsight.
Level 3: Earthen Master
Your Earth based spells increase in their range by 30 feet, additionally the targets must make a strength save or fall prone after being targeted by a level 1 or higher Earth spell.
Level 4: Bombardment
You may add your Charisma modifier to the damage of all Earth based spells.
Level 5: Terra Incarnate
Your mastery of Earth magic has reached its pinnacle, you have become resistant to slashing, piercing, and lightning damage, and you become immune to damage from earth spells at level 17.
You learn the inferno cantrip Inferno (5e Spell)
Level 1: Smoke Screen
You may, as a bonus action create a cloud of smoke in a 10 foot radius around you that obscures all sight unless you are within 5 feet of an object or creature, otherwise all creatures are blinded inside the smoke, the smoke dissipates at the end of your next turn.
Level 2: Solar Flare
As an action, and while you are in bright light you can channel the light around you into a bright flash that lasts until the start of your next turn, all creatures within 120 feet of you become blinded for the duration. You may use this ability a number of times equal to your charisma modifier each day.
Level 3: Aftermath
After casting a Fire spell of level 1 or higher, the spell creates a pocket of disorientating heat in the area until the start of your next turn, all creatures within that area must make a wisdom save or become confused for 1 round (same conditions as the confusion spell).
Level 4: Unyielding Flame
When you cast a Fire spell you ignore resistance and treat immunity as resistance, all your fire spells now burn as a white flame.
At 20th level unyielding flame also has: when you cast a fire spell you double vulnerability damage, absorption is trested as immunity, all your fire spells now burn as a scarlet flame in addition to it’s other color.
Level 5: Fire Form
You gain the Fire Form ability possessed by Fire Elementals, you may use an action to suppress this ability and a reaction to release it, while in this form you appear as a mass of flame in the form of your body. In this form your fire immunity is treated as absorption, a vulnerability for water, you produce a aura that set any flammable being or object (that is not enchanted) ablaze.
You learn the ebb and flow cantrip Ebb And Flow (5e Spell)'
Level 1: Surface Tension
As a bonus action you may lightly coat yourself with water, granting you temporary hit points equal to your Charisma modifier plus your proficiency bonus and a +2 bonus to AC that lasts for 1 minute.
Level 2: Water Walking
You may walk normally across water and icy surfaces, including moving water. At level 17, you can also walk across lava, but deals 1d4 damage per round when you are still on the lava.
Level 3: Hydration
Upon casting a water spell you, or an ally within 20 feet of you, may heal a number of hit points equal to your Charisma modifier plus your proficiency bonus.
Level 4: Aqua Aura
As an action you may surround yourself with an aura of water, granting you immunity to cold and fire damage and ranged attacks have disadvantage against you. You must use a spell slot of at least 1st level to use this. Each spell slot level gives two minutes.
Level 5: Unhindered Mastery
While using your Aqua Aura you gain a flying speed equal to your speed, you may dash as a bonus action and you are under the effects of the freedom of movement spell. You can now also fire water from your hand while under the effects of the Aqua Aura, as though using a Decanter of Endless Water.