Planar Suffused Sorcerer Origin

A plane other than the material plane is the source of your magic. Your mother may have spent time on the plane while you were in utero, you may live near a tear in the fabric of the material plane where extraplanar energy bleeds through, or you may be the progeny of a native denizen of the plane which powers your magic.

Elemental Chaos

The powers of earth, fire, water, and wind flow through your veins and are at your command. You resist elemental damage and can converse in the Primordial tongue.

Planar Magic

At 1st level, you learn additional spells that reflect your connection to earth, wind, water, and fire when you reach certain levels as detailed below. Each of these spells counts as a sorcerer spell for you (regardless of what spell list it originally came from), but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st burning hands, create or destroy water
3rd gust of wind, scorching ray
5th gaseous form, water breathing
7th stoneskin, wall of fire
9th conjure elemental, wall of stone

Elemental Tongue

At 1st level, you can speak, read, and write all four dialects of the Primordial language. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Buffered Against the Elements

At 6th level, you can use your reaction and spend 1 sorcery point to gain resistance to either acid, cold, fire, lightning, or thunder for 1 minute.

Elemental Mayhem

At 14th level, you can make elemental magic linger or even bounce to an additional target. When a creature you can see suffers cold, fire, lightning, or thunder damage that lasts no more than 1 round, you can use your reaction to force the target creature or a different creature within 30 feet of it to make a Fortitude saving throw. If you select the original creature, and it fails its saving throw, the creature immediately takes the same amount of damage it just sustained. If you choose to bounce the energy to a creature within 30 feet of the original target, and it fails its saving throw, it immediately takes half of the damage sustained by the original target.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Elemental Permeation

Beginning at 18th level, select one of the following: cold, fire, lightning, or thunder. This choice is permanent and cannot be changed. You gain resistance to damage from your selection. Whenever you cast a spell that deals the same type of damage as your selection, you deal an additional +2d6 points of that damage type. Furthermore, you inflict +1d6 points of your chosen damage type with all weapon attacks.

Section 15: Copyright Notice

Eldryn. © 2021, Publishing; Author: Beth Jones.

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