Elemental Sorcerers

by KibblesTasty

Search GM Binder Visit User Profile

Elemental Origins

Revised by KibblesTasty

Phoenix Spark

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.

That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

Variant: Origin Spell List

Sorcerer Level Spell
1st burning hands
3rd flaming sphere
5th fireball
7th fire shield
9th immolation

The Spark

When you choose this Origin at 1st level, the spark within you ignites and begins to burn more brightly when you use your magic. When you cast a spell of 1st level or higher that deals fire or radiant damage, the spark awakes and begins to blaze.

Upon casting the spell, you regain hit points equal to the level of the spell slot expended, and regain that many hit points minus one at the start of your next turn, repeating until it would restore zero hit points and the flame returns to its dormant state. If you are reduced to zero hit points, the spark immediately goes dormant.

If you cast a spell that sets the spark ablaze while it is already ablaze, you regain hit points equal to the level of the spell and you can reset the hit points it restores to the level of the spell you cast if it is higher than the level the spark currently would restore at the start of your next.

Ignition

Additionally at 1st level, you learn the cantrip burn. This is a sorcerer spell for you.

Flames Ablaze

Starting at 6th level, the spark within you is strengthen, and you draw more deeply from its power. While the spark within you is burning, you gain the following benefits:

  • When you cast a spell that deals fire or radiant damage, you can add your Charisma modifier to one damage roll of that spell.
  • Any time you would suffer gain the poisoned condition or suffer from a disease, you can instead take 5 fire damage end the effect instantly.
  • As a reaction to taking fire or radiant damage, you can use your reaction to gain resistance to that instance of damage, and increase the level of your spark by one.

Phoenix Unleashed

Starting at 14th level, when you ignite the spark within or while it is burning you can unleash it complete by expending two sorcerer. Flames consumes your physical body leaving you as a winged shape of fire until the start of your next turn. You gain the effect of investiture of flame with following additional benefits:

  • You have a flying speed of 30 feet and can hover.
  • The amount of hit points you regain from your Spark feature is doubled, and it does not go dormant when you reduced to zero.

This does not require concentration, but ends at the start of your next turn unless you extend the duration of the form for another round by expending an additional two sorcery points. When you return to your normal form, you gain one level of exhaustion.

In Flames Reborn

Starting at 18th level, as an action, you can take the form of a Pheonix (MTF, p199) for a number of rounds equal to your Charisma modifier. Your game statistics, including mental ability scores, are replaced by the statistics of the Pheonix. You retain your Alignment and personality.

When the duration ends or you are reduced to zero hit points, the Fiery Death and Rebirth feature is triggered, leaving behind your normal form instead of an egg.

Once you use this feature, you cannot use it again until you complete a long rest.

Sea Soul

The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.

Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Variant: Origin Spell List

Sorcerer Level Spell
1st fog cloud
3rd misty step
5th wall of water
7th control water
9th maelstrom

Gift of the Waves

At 1st level, your natural affinity for the sea grants you several gifts. You gain the ability to breathe underwater, and you have a swim speed of 30 feet. If you already have a swimming speed, your swimming speed is increased by 10 feet.

Touch of the Sea

When you choose this Origin at 1st level, whenever you hit a creature with a spell attack or a creature fails a saving throw against one of your spells, the residue of your magic levels the target sodden until the end of your next turn. You have advantage on Wisdom (Survival) or Wisdom (Perception) checks to determine their location, and their condition weakens them to magic that freezes or shocks them.

  • Cold. If you deal cold damage to a sodden target, ice begins to crust around it reducing its movement speed by 5 feet.
  • Lightning. You have advantage on the spell attack roll of any spell that deals lightning damage, and the target has disadvantage on saving throws against your spells that deal lightning damage while sodden.

Curse of the Sea

Starting at 6th level, your Touch of the Sea is further empowered. Once per turn when a sodden target takes damage from one of your spells that deals cold or lightning damage, they suffer the following effects.

  • Cold Damage. The target must make a Strength saving throw as the ice grows thicker, becoming restrained until the end of their next turn on failure.
  • Lightning Damage. The target takes additional lightning damage equal to your Charisma modifier.

Strike the Sea

Additionally, if you have cast a spell since the start of your last turn, as a reaction to taking fire, bludgeoning, piercing, or slashing damage, you can temporarily take on a watery form, gaining resistance to that damage.

Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Form of the Sea

Starting at 14th level, you gain mastery over moving as the sea does, fluid and unstoppable.

When you move on your turn you can expend 1 sorcery point to take on a watery form until the end of your turn.

While in this watery form, you have resistance to fire damage and bludgeoning, piercing, and slashing from non-magical weapons. Additionally, you can move through any enemy's space but can't willingly end your move there. You can move through any space that is at least 3 inches 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.

Additionally, you can use Flow of the Sea without having cast a spell since the start of your last turn as long as you've used this skill to move.

Soul of the Sea

Starting at 18th level, Your Flow of the Sea recharges whenever you cast a spell of 1st level or higher, and you no longer need to expend a Sorcery Point to use Form of the Sea, but you can expend sorcery points to empower it in the following ways:

  • Extended: (1 sorcery point) your watery form lasts until the start of your next turn.
  • Massive: (1+ sorcery point) your watery form becomes one size larger for each point you spend. Creatures smaller than your watery forms size taht you move through must make a Strength saving throw or by dragged along with your movement, ending their turn prone within 5 feet of where you end your movement.

Additionally, at your will, faint damp wind swirls about you constantly, effecting all targets of your choice within 30 feet of you with your Touch of the Sea.

Stoneheart

Your blood comes from a steadfast lineage, touched by the elemental forces of the earth itself. Be it the blood of ancient dwarves first formed from stone or from a dao lineage, your blood runs thicker and your heart beats more steady than others. While particularly common among the genasi and the dwarves, these sorcerers an appear in any bloodline more rarely.

Blessed with natural resilience and command over the ground you stand on, most Stoneheart sorcerers are solid and deliberate in both action and thought, slow to angery and often prone to taking a longer point of view, but woe to the foe that would stir them to wrath.

Sorcerer Level Spell
1st heavy blow*
3rd earth ripple*
5th erupting earth
7th stoneskin
9th wall of stone

Steadfast Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Stone's Durability

When you choose this Origin at 1st level, your form begins to harden, giving you considerably toughness and durability. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your skin is as tough as stones, sometimes even bearing rocky protrusions or rock-like texture. When unarmored, your durable form grants you an AC equals 10 + your Constitution modifier + your Strength or Charisma modifier (your choice).

Stone's Aegis

Starting at 6th level, you can form protective aegis around a target.

As a bonus action, you can expend 2 sorcery points to create an aegis protecting yourself or another allied creature you can see within 60 feet. The aegis is a visible aura of protection, though it's appearance may vary. The aegis lasts for 1 minute, until you use it again, or until you are incapacitated.

Once per turn, when the aegis is struck by bludgeoning piercing or slashing damage, it absorbs some of the power from the attack and empowers you with that power. The damage the protected creature takes is reduced by 1d6, and the damage of next damage roll you deal deal bludgeoning it is increased by 1d6. You can store from a maximum of two hits (1d6 each), and once the maximum is reached you must expend the stored power before the aegis can absorb more damage.

The maximum number of hits you can reduce the damage of and store energy from before expending it increases to three (3d6) at 11th level, and again to four at 17th level (4d6).

Stonewalk

Starting at 14th level, you gain a borrowing speed of 15 feet, allowing to travel through the earth. You can pass through soil and stone, but when you pass through stone you leave no hole behind you, becoming one with it and passing through. If you would end your turn inside of stone, you pushed to where you entered the stone surface.

Unity of Stone

Starting at 18th level, you can convert raw strength into arcane might, and arcane might into raw strength. When you cast a spell, you can make your Strength modifier your spell casting modifier. When you make an attack, you can use your Charisma modifier in place of your Strength modifier.

Additionally, your Stone's Aegis no longer requires Sorcerer points to use, and when you use it on someone other than yourself, both you and the target gain the benefits of the aegis.

Spells

Burn

transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of singed gloves)
  • Duration: Instantaneous.

You ignite a brilliant flame around your hand that sears anything you touch. Make a melee spell attack against the target. You have advantage if the target creature type is plant, or if it has a vulnerability to fire damage. On hit, the target takes 1d12 fire damage.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Impact

transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous.

You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes 1d10 bludgeoning damage, and is knocked 5 feet directly away from you.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Stone Forming

transmutation cantrip


  • Classes: Druid, Occultist, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous.

You touch a stone surface or the ground, and call forth stone that shapes itself to your command. You can make any crudely shaped item from the stone, including weapons.

Heavy Blow

1st-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute.

You impart great heft to your weapon. The first time you hit with a melee weapon attack with that weapon during this spell's duration, your weapon strikes with great force, and the attack deals an extra 2d6 bludgeoning damage to the target and must succeed a Constitution saving throw, or become stunned until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. When cast with a spell slot of 4th level or higher, a target that fails the constitution saving throw is stunned until the end of its next turn.

Earth Ripple

2nd-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a cracked pebble)
  • Duration: Instantaneous.

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):

  • They pulled into the earth, taking 1d8 damage and having the movement speed dropped to zero until a creature spends an action to dig them free.
  • They are slammed in a direction of your chase, taking 2d8 bludgeoning damage, being moved 5 feet, and knocked prone.
  • They are impaled by a spike of earth, taking 4d8 piercing damage.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.