Elemental Essence
Comfort in Chaos
You draw your magic from one of the following elemental powers: Water, Earth, Fire, Air. Your connection with your element allows you to manipulate it to your advantage easily as well as call other elemental powers to your aid.
You enjoy being near or in your element. It may not affect you the same way it may others. Depending on your elemental origin, you gain a specific boon.
Air. You can use your reaction to use Slow Fall, reducing any fall damage you take by 4 times your sorcerer level. Once you use this ability once, you can not use it again until you complete a short rest.
Earth. You are unaffected by difficult terrain.
Fire. You are resistant to fire damage.
Water. You have a swimming speed equal to your walking speed and can breath in air and water.
Bursting With Power
At 1st level, whenever you cast a spell of 1st level or higher that deals damage relating to your element, magic erupts from you, causing detriment to foes around you. Choose your elemental origin to learn which ability is granted to you. You can still use this ability if you use the Transmuted Spell metamagic option.
Air. At 1st level, whenever you cast a spell of 1st level or higher that deals thunder or bludgeoning damage, a roaring blast of wind erupts from you at the end of your turn. This eruption causes creatures you choose within 10 feet of you to make a constitution saving throw. On a failure, the creature is knocked back 10 feet and takes thunder damage equal to half your sorcerer level (rounded down, minimum of 1). On a success, it is not pushed and takes no damage.
Earth. At 1st level, whenever you cast a spell of 1st level or higher that deals bludgeoning or force damage, at the end of your turn, you cause the ground around you to shake. This tremor forces creatures that you choose within 10 feet of you to succeed on a dexterity saving throw or take bludgeoning damage equal to half your sorcerer level (rounded down, minimum 1).
Fire. At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (rounded down, minimum of 1).
Water. At 1st level, whenever you start casting a spell of 1st level or higher that deals cold or acid damage, icy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take cold damage equal to half your sorcerer level (rounded down, minimum of 1).
Elemental Echo
Starting at 6th level, when you are hit with a melee attack, you can use your reaction to use your elemental echo. once you use it, you can not use it again until you take a short rest. Choose your elemental origin to learn what elemental echo ability you gain.
Air. When you are hit with a melee attack, you can use your reaction to use your elemental echo. A raging wind begins to swirl around you and the creature who hit you must succeed a constitution saving throw or be knocked prone. Additionally, the wind carries you to a location up to 30 feet away without provoking opportunity attacks. Once you use this reaction, you may not do so again until after completing a short rest.
Earth. When you are hit with a melee attack, you can use your reaction to use your elemental echo. A layer of rock appears around your skin and you halve any bludgeoning, slashing or piercing damage you take. The rock then hits the earth, sending a tremor through the ground. The creature who attacked you must succeed a dexterity saving throw or be knocked prone. Once you use this reaction, you may not do so again until after you complete a short rest.
Fire. When you are hit with a melee attack, you can use your reaction to use your elemental echo. Your skin becomes searing hot and flames burst out of your body. The creature attacking you takes damage equals your sorcerer level. Once you use this reaction, you may not do so again until after completing a short rest.
Water. When you are hit with a melee attack, you can use your reaction to use your elemental echo. A thin layer of magical frost covers your body and you halve any bludgeoning, slashing or piercing damage you take. The creature who attacked you takes an amount of cold damage equal to half your sorcerer level (rounded down). Once you use this reaction, you may not do so again until after you take a short rest.
Conjure Elemental
At 14th level, you gain the ability to cast the Conjure Elemental and Conjure Minor Elementals spells. This does not count against the number of spells you know, but you can only conjure elementals from the plane of your source of elemental magic.
Beginning at 18th level, as an action, you can spend 5 sorcery points to gain the benefits of an investiture (depending on the source of your elemental magic) for 1 minute. When you use this ability, the investiture does not require concentration to stay up and you can choose to drop it before the minute is up.
Air. For one minute, or until you choose to drop this effect, wind whirls around you, and you gain the following benefits:
-Ranged weapon attacks made against you have disadvantage on the attack roll.
-You gain a flying speed of 60 feet. If you are still flying when the effect ends, you fall, unless you can somehow prevent it.
-You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Earth. For 1 minute, or until you end this effect, bits of rock spread across your body, and you gain the following benefits:
-You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
-You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
-You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Fire. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. The flames don’t harm you. Until the effect ends, you gain the following benefits:
-You are immune to fire damage and have resistance to cold damage.
-Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
-You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Water. For 1 minute, ice rimes your body, and you gain the following benefits:
-You are immune to cold damage and have resistance to fire damage.
-You can move across difficult terrain created by ice or snow without spending extra movement.
-The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
-You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.









