Sorcerous Origin : Elementalist
The Elemental-Touched
Elementalists are sorcerers who have bloodlines that are touched by four major elemental planes. Earth, Air, Fire and Water. All are available to the Elementalist.
Elemental Elements
At 1st level, you choose your Major element; on of Earth, Air, Fire or Water. This is the one you favor and are most easily able to channel. The opposing element is your Opposed element. The other two elements are Minor elements to you.
The elemental wheel is as follows: ...Earth --> Air --> Fire --> Water -->... Earth dominates over Air. Air dominates over Fire. Fire dominates over Water. Water dominates over Earth. Each element as a single Opposed Element. Air and Fire are opposing. Earth and Water are opposing.
Favored Element: You have Advantage casting any spell with this element as a primary component. Saving throws by those against you Favored Element spells are made at Disadvantage.
Opposed Element: You have Disadvantage casting any spells with this element as a primary component. Saves by others against these are made with Advantage.
Dominating Elements means you can substitute the dominant element for the element of the spell in question. For example, you could cast a fireball spell without fire by replacing it with air; this would essentially make the spell a “forceball”, blasting away anything in the radius. The spell effects would remain primarily the same (e.g., the “forceball” would still do 8d6 damage), but secondary effects would likely be different (e.g., nothing would catch on fire, but most things would be knocked down/prone). Substituting an element uses up one extra spell slot level (e.g., a “forceball” would be a 4th level spell slot, not 3rd).
Elemental Resilience
This is the same as the Draconic Resilience, but with regards to the Elementalists Major element. You get 1hp extra per level. Your skin, hair and eyes have a distinctly elemental twist to them (e.g., bright red skin, orange eyes and wild, yellow hair for a Fire-Favored elementalist). Additionally, your major element covers or otherwise wreaths your body (whisps of flame or coal-and-lava-like skin for a Fire elementalist).It is not total; you do not look like an elemental, there is no mistaking that, but you are obviously “covered” in some element.
Without armor on, your AC equals 13 + Dexterity modifier.
Elemental Affinity
This is the same as the Draconic Bloodline archtype power; associated with your major element.
Elemental Travel
At 14th level you can travel as if you were an elemental of your Major element. It can be effected as a bonus action on your turn. It lasts until you dismiss it as a bonus action on your turn or you fall unconscious.
You can't do this while concentrating on any spell or other special ability. Doing so automatically causes your concentrated spells to fail.
Elemental Presence
At 18th level, you can directly channel the the elements.
You can spend 5 sorcery points to channel elemental forces into being, out to a distance of 60'. The effects persist for up to 1 minute or until you loose concentration. If the elemental force you are channeling is your Major Element, it lasts up to 10 minutes at a range of 120'. If the element is in Opposition to your major element, it will last but 1d6 rounds (but still has the 60' range).