Elemental Sorcerous Origins Revised

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Elemental Sorcerous Origins Revised

This is a collection of revisions I have created for the elemental sorcerous origins. This includes the following: Phoenix Sorcery, Sea Sorcery, Stone Sorcery, and Storm Sorcery. Without further delay, let us begin!

Phoenix Sorcery

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or born in its presence. Whatever the cause, a shard of the phoenix's being dwells within you. However, with this shard, you are accompanied by one or more Phoenix Sorcery quirks.

Phoenix Sorcery Quirks

d6 Quirk
1 You like your food charred.
2 You are covered in burns that mark the first time your power manifested.
3 You never immerse yourself in water.
4 You cackle manically when you unleash your fire spells.
5 You often bundle up in blankets when going to sleep.
6 You are brave to the point of recklessness.

Shard of the Phoenix

At 1st level, you learn the produce flames and control flames cantrip, and these cantrips do not count towards your number of cantrips known. You can also speak, read, and write Ignan, the language of the fire elementals.

Mantle of Flame

Starting at 1st level, as a bonus action, you can magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits:

  • You gain resistance to fire damage.
  • You shed bright light in a 20-foot radius and dim light for an additional 20 feet.
  • If a creature within 5 feet of you targets you with an attack, you can use your reaction to deal fire damage to the attacker equals your sorcerer level .
  • Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

Once you use this feature, you can't do so again until you finish a short or long rest.

Nourishing Flame

Starting at 6th level, when you expend a spell slot to cast a spell that deals fire damage, you regain hit points equal to the spell slot expended . If the spell would also be effected by a Metamagic option, you regain additional hit points equal to your Charisma modifier.

Phoenix Rising

At 14th level, if you are reduced to 0 hit points, you can use your reaction be reduced to 1 hit point instead, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

If you are under the effects of Mantle of Flame, the range increases to 20 feet, the damage increases to be equal to your sorcerer level + your Constitution modifier + your Charisma modifier, and your Mantle of Flame immediately ends.

Once you use this feature, you can't use it again until you finish a long rest.

Shield of the Phoenix

At 14th level, your Mantle of Flame grants you the effects of the fire shield spell (warm shield) for its duration.

Additionally, whenever you use your Mantle of Flame to empower yourself, a number of allied creatures equal to your Charisma modifier within 30 feet of you that you can see gain resistance to fire damage for the duration.

Form of the Phoenix

At 18th level, you learn the incendiary cloud spell. You can also now use your Mantle of Flame twice per short or long rest. While under the effect of your Mantle of Flame feature, you gain additional benefits:

  • You have a flying speed of 40 feet.
  • You can cast hellish rebuke once per round without expending a spell slot.
  • You have resistance to all bludgeoning, piercing, and slashing damage and immunity to fire damage.
  • Hit points regained from your Nourishing Flame are doubled.
Homebrew Barcana | Elemental Sorcerer
This is unoffical Fan Content permitted under Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.

©Wizards of the Coast LLC.

Sea Sorcery

The power of water comes from its flexibility, resilience, and relentless nature. The legendary leviathan shares the same power. Whether it be from the leviathan or another powerful sea creature, your soul is surrounded by water. However, the effect on your soul has caused your to have one or more Sea Sorcery quirks.

Sea Sorcery Quirks

d6 Quirk
1 You emit a piscine odor.
2 Your hair is always dripping wet since the first time your power manifested.
3 You consume only water and raw vegetables.
4 You refuse to light fires.
5 You want to submerge yourself in water daily.
6 Your emotions are fluid like water.

Soul of the Seas

At 1st level, you learn the shape water cantrip, which does not count towards your number of cantrips known, and you have a swim speed equal to your walking speed. You can also speak, read, and write Aquan, the language of water elementals.

Curse of the Sea

At 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a sorcerer spell, you can trigger the curse if that spell deals cold, lightning, or thunder damage to the cursed target. Doing so, subjects the target to the appropriate additional effect below:

Cold Damage. The target's speed is also reduced by 5 feet until the end of its next turn. If the spell already reduces the target's speed, then it is an additional 5 feet speed reduction.

Lightning Damage. The target takes additional lightning damage equal to your Charisma modifier.

Thunder Damage. The target also becomes deafened until the end of its next turn.

Watery Form

At 6th level, you can breathe underwater and gain resistance to cold damage.

Additionally, you gain the ability to defend yourself by momentarily assuming a watery form. When you are hit by an attack that causes you to take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce that damage by an amount equal to your sorcerer level + your Charisma modifier.

Once you use this feature, you can't use it again until you finish a short or long rest.

Flowing River

Starting at 14th level, on each of your turns, you can move through any space that is at least 1 inch in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you're in a space one size smaller than you.

You can't willingly stop in a space smaller than that, and if you're forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement, and you take 5 force damage.

Watery Soul

At 18th level, you learn the tsunami spell as a sorcerer spell. You also gain the following benefits:

  • You no longer need to drink or sleep to prevent exhaustion.
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You can spend 1 sorcery point per spell level to apply the Curse of the Sea to a spell higher than a cantrip.

Stone Sorcery

The elemental earth is resilient, constant, and destructive. The Zaratan shares most of these traits too. Your mystical link to the Zaratan or another powerful earthy creature of the Elemental Plane of Earth. However, this mystical link to your soul has caused your to have one or more Stone Sorcery quirks.

Homebrew Barcana | Elemental Sorcerer
This is unoffical Fan Content permitted under Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.

©Wizards of the Coast LLC.

Stone Sorcery Quirks

d6 Quirk
1 You prefer sleeping on bare earth.
2 You rarely clean yourself as it makes you closer with the stone around you.
3 You prefer sitting on the floor rather than a chair.
4 Tradition strengthens all of us.
5 You never answer to all name but your own.
6 You sometimes swallow gems.

Soul of the Earth

At 1st level, you learn the mold earth cantrip, which does not count towards your number of cantrips known, and you gain proficiency with simple weapons, one martial weapon of your choice, light armor, and shields. You can also speak, read, and write Terran, the language of earth elementals.

Stone's Durability

At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Aegis of the Earth

At 6th level, you utilize the power of earth to ward yourself or others.

As bonus action, you can grant a stony aegis to one creature you can see within 60 feet of you. The aegis is a dim, gray aura of earthen magic that protects the target. The protected target gains resistance to bludgeoning, piercing, and slashing damage. This effect lasts for 1 minute or until you are incapacitated.

Once you use this feature, you can't use it again until you finish a short or long rest.

Mystical Sword

At 14th level, you learn both the banishing smite and Mordenkainen's Sword spells as a sorcerer spells. When you create it, the sword appears in a dim, gray grow and the blade shines with hints of platinum.

Stone's Edge

Starting at 14th level, when you cast a spell that deals force damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to the slot's level + your Charisma modifier. If the spell would also be effected by a Metamagic option, you gain 2 temporary hit points. This feature can be used only once per casting of a spell.

Earth Master Aegis

At 18th level, you learn the earthquake spell as a sorcerer spell, and you can use your Aegis of the Earth feature twice per short or long rest.

In addition, whenever you use your Aegis of the Earth, you can target a number of creatures equal to your Charisma modifier (minimum of 1) .

Storm Sorcery

Your power draws the power of elemental air. Whether it be from the crackles and booms of the legendary elder tempest or another air elemental, the magic allows you to exert control over wind and weather. However, the magical capability comes with one or more Storm Sorcery quirks.

Storm Sorcery Quirks

d6 Quirk
1 You prefer standing rather than sitting down.
2 You hair constantly waves since the first time your power manifested.
3 You never cut your hair.
4 Rainy days are your favorite days.
5 A quick meal is the best meal.
6 You refuse to write things down, instead using pictograms.

Soul of the Winds

At 1st level, you learn the gust cantrip, which does not count towards your number of cantrips known, and you double the time it takes for you to suffocate. You can also speak, read, and write Auran, the language of air elementals.

Tempestuous Magic

At 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Homebrew Barcana | Elemental Sorcerer
This is unoffical Fan Content permitted under Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.

© Wizards of the Coast LLC.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 5 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you. You learn the call lightning spell as a sorcerer spell.

If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100‐foot radius sphere around you. The wind blows in that direction until the end of your next turn. This feature does not alter the speed of the wind.

Storm's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage, and you learn the control weather spell as a sorcerer spell.

Additionally, you gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Credits & Change Log

Last Update: May 15, 2020

Version 1.3
  • Rebalanced all options.
Version 1.2
  • Phoenix Sorcery. Added the Shield of Phoenix and incendary cloud spell at 18th level.
  • Sea Sorcery. Now, gains the tsunami spell at 18th level.
  • Stone Sorcery. Added the Mystical Sword feature and the earthquake spell at 18th level.
  • Storm Sorcery. Added the control weather spell at 18th level
Version 1.1
  • All sorcerous origins gain a corresponding elemental language fluency, list of quirks, and restructing of abilities to have a form of similarity each other.
  • Phoenix Sorcery. Changed 1st-level features, renamed Phoenix Spark to Phoenix Rising, improved Mantle of Flame and Form of the Phoenix.
  • Sea Sorcery. Improved and rebalanced each feature.
  • Stone Sorcery. Changed 1st-level features, rebalanced existing features, and removed Metal Magic.
  • Storm Sorcery. Improved and rebalanced each feature. Removed Primordial language fluency for Auran language fluency.
Version 1.0
  • Unearthed Arcana Versions of Phoenix, Sea, and Stone Sorcery
  • Sword Coast Adventurer's Guide Version of Storm Sorcery
Homebrew Barcana | Elemental Sorcerer
This is unoffical Fan Content permitted under Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.

©Wizards of the Coast LLC.

 

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