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### Sorcerous Origin: Elemental Borne The arcane energies within you are a manifestation of raw a primordial element. Perhaps you were born in a border region between the Material Plane and the Elemental Planes. Or perhaps you trace your heritage back to a powerful Elemental. You have an innate understanding of an elemental magic, and are able to manipulate it in the battlefield to great effect as if breathing. #### Elemental Birthright Your elemental heritage has great effect upon your spells and speach. Starting at 1st level, choose an element from the table below. Along with that element comes it's own spell list and benefits. ##### Elemental Birthright | Element | Damage | Language | Bonus | |:---:|:---:|:---:|:---:| | Earth | Bludgeoning | Terran | +2 to Armor Class | | Electricity | Lightning | Auran | +2 to Initiative Bonus | | Fire | Fire | Ignan | +2 to Spell Damage Rolls | | Ice | Cold | Aquan | +2 to Spell Save DC | | Sorcerer Level | Earth Spells | Electricity Spells | Fire Spells | Ice Spells | |:---:|:---|:---|:---|:---|:---|:---| | 1st | *Earth Tremor, Magic Stone* | *Savaran's Lightning Arc, Shocking Grasp* | *Create Bonfire, Hellish Rebuke* | *Armor of Agathys, Ray of Frost* | | 3rd | *Earthen Grasp* | *Lael's Crackling Line* | *Scorcher* | *Snowball Swarm* | | 5th | *Erupting Earth* | *Call Lightning* | *Fireball* | *Sleet Storm* | | 7th | *Stone Shape* | *Jumping Jolt* | *Wall of Fire* | *Ice Storm* | | 9th | *Wall of Stone* | *Fingers of Lightning* | *Flame Strike* | *Cone of Cold* | | 11th | *Investiture of Stone* | *Investiture of Lightning* | *Investiture of Flame* | *Investiture of Ice* | #### Elemental Override Also at 1st level, you can warp magics to your whim to be more in tuned with you. Your spells deal extra damage equal to your Charisma Modifier. And over the course of a rest, you can change the damage type of a spell, magic item, or effect, to the damage type of your *elemental birthright*. #### Elemental Sense Finally at 1st level, you can sense your *elemental birthright* around you within a 1 mile radius, and can tell how big it is, where it is, how it was made, and how long it's been around. #### Elementally Charged Starting at 6th level, whenever you're subjected to your *elemental birthright* damage, you regain a number of hitpoints equal to the damage dealt instead of taking damage. \columnbreak #### Heart of Power Also at 6th level, whenever you start casting a spell that deals your *elemental birthright* damage, your magic erupts from you. This eruption causes creatures of your choice that you can see within 15 feet of you to take your *elemental birthright* damage equal to your sorcerer level + 1d12. Also, when you deal damage with your *elemental birthright*, you can spend 4 sorcery points to deal maximum damage instead of rolling. #### Fury of the Soul At 14th level, when you are hit by an attack within 30 feet of you, you can use your reaction to deal your *elemental birthright* damage to the attacker. The damage equals twice your sorcerer level. Additionally, you can spend 1 sorcery point to ignore resistance to your *elemental birthright*, and treat immunity as resistance for 1 hour. #### Elemental Walk Also at 14th level, you gain the ability to transform and travel distances through your *elemental birthright* or through a conduit for your *elemental birthright*. While in an elemental form or traveling through your element, you have advantage on all Strength, Dexterity, and Constitution saving throws. Depending on your *elemental birthright*, you can do the following: ___ **Earth:** You gain a burrow speed of 90 feet, unlike normal burrow speed however, you can move through solid or liquid earth or stone as if it was nothing and without destabilizing it or taking any damage from it. ___ **Electricity:** You gain a hover speed of 90 feet. As a bonus action, you can take on a form of static electricity that allows you to travel over conductive metal surfaces, electrical wires, data lines, or even cables. When you choose to return to your physical form, you're shunted out through the nearest exit or close to the ground as possible. ___ **Fire:** You gain a flying speed of 90 feet. As a bonus action, you can transform into a gaseous wave of heat, and can travel through pipes and vent like structures. When you choose to return to your physical form, you're shunted out through the nearest exit or close to the ground as possible. ___ **Ice** You gain a swimming speed of 90 feet, unlike normal swimming speed however, you can travel through solid, liquid, or gaseous water as if it was nothing and without destabilizing it or taking any damage from it. #### Soul Blitz At 18th level, you gain immunity to bludgeoning damage taken from falling, and you gain resistance to all nonmagical damage. In addition, on your turn you can use your action to unleash a massive blast of your *elemental birthright*'s element around you to deal damage. As an action, every object and creature (except you) within a 60 foot radius centered on you takes 25d6 of your *elemental birthright* in damage. Once you use this action, you can’t use it again until you finish a long rest, or until you expend 6 sorcery points to use it again. \pagebreak # Investiture Spells ___ Link to more spells:[1st](https://www.gmbinder.com/share/-LtmhKU57ceU3lhliLad "title"), [2nd](https://www.reddit.com/r/DnDHomebrew/comments/jrhge3/three_lightning_spells_at_2nd_5th_and_8th_level/ "title") [3rd](https://www.gmbinder.com/share/-MW5r6wBJTW_lOU6gLyU "title") ___ #### Investiture of Flame *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits: ___ • You are immune to fire damage and have resistance to cold damage. ___ • All of your attacks now deal extra 4d10 fire damage. ___ • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d12 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 5d12 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect, is blinded for one round. #### Investiture of Ice *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Until the spell ends, 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. Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d12 fire damage. ___ • 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 5d12 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. \columnbreak #### Investiture of Lightning *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Lightning arcs across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spells duration. The lightning doesn't harm you. Until the spell ends you gain the following benefits: ___ • You are immune to lightning damage, and you have advantage on Dexterity related checks and saving throws. ___ • All your movement speed is doubled, you gain a Hover speed equal to your current walking speed and all of your attacks deal an extra 2d10 lightning damage. ___ • Any creature that moves within 5 feet of you for the first time or ends its turn there takes 1d12 lightning damage. ___ • You can use your bonus action to transform into a bolt of lighting and move your full movement in a straight line without provoking opportunity attack, Any creature that's within 5 feet of your path or directly in it must make a Dexterity saving throw. A creature takes 5d12 lightning damage on a failed save, or half as much on a successful one. Also, a creatures that fails their save against this effect, is deafened for one round. #### Investiture of Stone *6th-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes - **Classes:** Druid, Sorcerer, Warlock, Wizard ___ Until the spell ends, bits of rock spread across your body and float around you, and you gain the following benefits: ___ • Your AC increases by +2, and you have resistance to bludgeoning, piercing, and slashing damage. ___ • 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. ___ • Any creature that moves within 5 feet of you for the first time or ends its turn there takes 2d10 bludgeoning damage from floating stone. ___ • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid or liquid earth or stone as if it was air and without destabilizing it. If you're still inside of earth or stone when the spell ends, you're gently shunted 10 feet out of the earth or stone.