Art Credit : Wizards of the Coast
Sorcerous Origin
Elemental Soul
As an Elemental Soul Sorcerer, your lineage comes from entities that lived in the elemental plans, and the destructive power of those chaotic places still flows through your veins.
Elemental Soul Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Elemental Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Elemental Soul Spells
Sorcerer Level | Spells |
---|---|
1st | Burning Hand, Hellish Rebuke |
3rd | Heat Metal, Scorching Ray |
5th | Fireball, Call the lightning |
7th | Wall of fire, Shadow of moil |
9th | Maelstrom, Cone of Cold |
Fluctuating Bound (Optional)
Optional level 1 Elemental Soul feature
You can change the type of your Elemental Origin when you finish a long rest.
Elemental Origin
Beginning at 1st level, you are deeply link to one of the elemental plans. Choose one element from : fire, cold, lightning, thunder, or acid, it becomes your Elemental Origin. Whenever you cast a spell that deals damage, the damage it deals is of the type of your Elemental Origin instead of any other type it should normally deal.
Moreover, when you roll a 1 on a damage die of a spell, you can reroll the die and must use the new roll, even if the new roll is a 1.
Bonded Meta Magic
Starting at 6th level, you know one of the following Metamagic option depending of the type of your Elemental Origin.
Moreover, when you use a Metamagic option, your spell ignore any resistance to damage.
Fire :
When you cast a spell that can deal damage, you can spend 1 sorcery point to increase the size of the area it affects. If the spell specify a radius, a cone, a width, a length or the sides of a cube, increase that value by 5ft.
Cold :
When you deal damage with a spell, you can spend 1 sorcery point to freeze all the creatures affected by that spell. Every creature affected by the spell has its speed reduced by 10ft until the end of your next turn in addition to the other effects of your spell.
Lightning :
As a bonus action, you can spend a 1 sorcery points and choose one creature you see within 30ft. of you. Make a spell attack against that creature. On a hit, the creature takes 2d8 lightning damage, and until the end of your turn you can cast any spell that could deal damage has if you were at the position of that creature.
The damage you deal to the chosen creature on a hit increases to 3d8 at 11th level, and to 4d8 at 17th.
Thunder :
When you deal damage with a spell, you can spend 1 sorcery point to push all creatures that were damaged this turn by that spell 10ft. away from you in addition to the other effects of your spell.
Acid :
When you cast a spell that can deal damage, you can spend 1 sorcery point. If you do so, the spell creates a pool of acid on the ground on all the area that has been affected by the spell (a fireball would create a 20ft. radius pool for instance). The pool lasts until the start of your next turn. Each creature that ends its turn in the pool takes 2d6 acid damage.
The damage of the acid pool increases to 3d6 at 11th level and to 4d6 at 17th.
Unstoppable Power
Starting at 14th level, you can add you charisma modifier to the damage of your spells.
Adaptative Bond
Starting at 14th level, you know how to bend to raw power of the elemental plans so well that your soul can adapt to any element with ease. As a bonus action, you can expend 3 sorcery points to change the type of your Elemental Origin.
Elemental Form
Beginning at 18th level, as an action, you can take an Elemental Form for 1 minute. While in Elemental Form, your body become made of pure elemental power (for instance, if your Elemental Origin was fire, your body is now made of fire and flames). you gain the following benefits :
- You have a flying speed of 60ft. (hover).
- You are resistant to bludgeoning, piercing and slashing damages.
- You are immuned to your Elemental Origine type of damage.
- You can enter a hostile creature's space and stop there and you can move through a space as narrow as 1 inch wide without squeezing.
- When you cast a spell, it counts as if you expended a spellslot of one level higher than the one you actually expended (to a maximum of 9th level).
When you use this feature, you can't use it again before you finish a long rest.
Homebrew lovingly made by LeRoiDeCarreau
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