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New Sorcerous Origin: Elemental Affinity
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<blockquote data-quote="Sadrik" data-source="post: 6493872" data-attributes="member: 14506"><p>I like the concept. It is sorely needed to pump the sorcerer up. It is a bit of a bad class. I think it would be good to go through the spells of all classes and give them access to spells that work for that element (e.g., create or destroy water for water sorcerer). Also give them cool names: storm(wind) sorcerer for air, polar(ice) sorcerer for water, cave(stone) sorcerer for earth, and furnace(flame) sorcerer for fire.</p><p></p><p>Elemental Identity</p><p>Your sorcery first manifests when you become a 1st level sorcerer. Choose one type of element from the list below. This element is like a constant hum along your nerves, and it throbs with every beat of your heart. The choice cannot be changed later. Element choice: Air, Earth, Fire, or Water.</p><p></p><p>You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with an elemental creature of your elemental type, your proficiency bonus is doubled if it applies to the check. </p><p></p><p>You are proficient with all simple weapons. </p><p></p><p>Some of the spells that you learn are preselected, when you acquire a new spell known of a new level it must be one of the following spells.</p><p></p><p>0 Fire Bolt (all)</p><p>1 Chromatic Orb (all)</p><p>2 Gust of Wind (air), Magic Weapon(earth), Heat Metal (fire and water)</p><p>3 Elemental Weapon (all)</p><p>4 Conjure Minor Elementals (all) or Freedom of Movement (air), Stoneskin (earth), Fire Shield (fire and water)</p><p>5 Conjure Elemental (all)</p><p>6 Chain Lightning (air), Disintegrate (earth), Sun Beam (fire), Wall of Ice (water)</p><p>7 Fire Storm (all)</p><p>8 Control Weather (air), Earthquake (earth), Incendiary Cloud (fire), Tsunami (water)</p><p>9 Storm of Vengeance (all)</p><p></p><p>Elementally Empowered</p><p>Beginning at 1st level, any spell you cast that deals damage will use one of the types of damage associated with your element, your choice, rather than the damage type described in the spell. Whenever you cast a spell that causes damage of one of your element's types, increase the damage by an amount equal to your Charisma modifier.</p><p></p><p>Element - Damage type</p><p>Air - Lightning, thunder, or slashing (wind slashes)</p><p>Earth - Thunder (shockwave), bludgeoning (bruising rocks), or piercing (small pebbles)</p><p>Fire - Fire, radiant (searing heat), or lightning</p><p>Water - Cold, piercing (frozen icicles), or bludgeoning (gush of water)</p><p></p><p>Elemental Resistance</p><p>At 6th level, the element you select also grants you resistance to damage of that energy type if you do not already have it.</p><p></p><p>Element - Damage Resistance type</p><p>Air - Lightning</p><p>Earth - Thunder</p><p>Fire - Fire</p><p>Water - Cold</p><p></p><p>Elemental Storm</p><p>Beginning at 14th level, by spending 1 sorcery points, you can cast a damaging spell and convert its damage type to all three damage types. Creatures affected by this consider the least advantageous damage type to be affecting them.</p><p></p><p>Element - Damage types</p><p>Air - Lightning, thunder, and slashing</p><p>Earth - Thunder, bludgeoning, and piercing</p><p>Fire - Fire, radiant, and lightning</p><p>Water - Cold, piercing, and bludgeoning</p><p></p><p>Master of Elements</p><p>When you reach 18th level, When you use empower spell metamagic roll damage for the spell twice, use the higher value. Your elemental resistance to damage is granted for all three types of damage associated with your element. </p><p></p><p>Element - Damage Resistance types</p><p>Air - Lightning, thunder, and slashing</p><p>Earth - Thunder, bludgeoning, and piercing</p><p>Fire - Fire, radiant, and lightning</p><p>Water - Cold, piercing, and bludgeoning</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6493872, member: 14506"] I like the concept. It is sorely needed to pump the sorcerer up. It is a bit of a bad class. I think it would be good to go through the spells of all classes and give them access to spells that work for that element (e.g., create or destroy water for water sorcerer). Also give them cool names: storm(wind) sorcerer for air, polar(ice) sorcerer for water, cave(stone) sorcerer for earth, and furnace(flame) sorcerer for fire. Elemental Identity Your sorcery first manifests when you become a 1st level sorcerer. Choose one type of element from the list below. This element is like a constant hum along your nerves, and it throbs with every beat of your heart. The choice cannot be changed later. Element choice: Air, Earth, Fire, or Water. You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with an elemental creature of your elemental type, your proficiency bonus is doubled if it applies to the check. You are proficient with all simple weapons. Some of the spells that you learn are preselected, when you acquire a new spell known of a new level it must be one of the following spells. 0 Fire Bolt (all) 1 Chromatic Orb (all) 2 Gust of Wind (air), Magic Weapon(earth), Heat Metal (fire and water) 3 Elemental Weapon (all) 4 Conjure Minor Elementals (all) or Freedom of Movement (air), Stoneskin (earth), Fire Shield (fire and water) 5 Conjure Elemental (all) 6 Chain Lightning (air), Disintegrate (earth), Sun Beam (fire), Wall of Ice (water) 7 Fire Storm (all) 8 Control Weather (air), Earthquake (earth), Incendiary Cloud (fire), Tsunami (water) 9 Storm of Vengeance (all) Elementally Empowered Beginning at 1st level, any spell you cast that deals damage will use one of the types of damage associated with your element, your choice, rather than the damage type described in the spell. Whenever you cast a spell that causes damage of one of your element's types, increase the damage by an amount equal to your Charisma modifier. Element - Damage type Air - Lightning, thunder, or slashing (wind slashes) Earth - Thunder (shockwave), bludgeoning (bruising rocks), or piercing (small pebbles) Fire - Fire, radiant (searing heat), or lightning Water - Cold, piercing (frozen icicles), or bludgeoning (gush of water) Elemental Resistance At 6th level, the element you select also grants you resistance to damage of that energy type if you do not already have it. Element - Damage Resistance type Air - Lightning Earth - Thunder Fire - Fire Water - Cold Elemental Storm Beginning at 14th level, by spending 1 sorcery points, you can cast a damaging spell and convert its damage type to all three damage types. Creatures affected by this consider the least advantageous damage type to be affecting them. Element - Damage types Air - Lightning, thunder, and slashing Earth - Thunder, bludgeoning, and piercing Fire - Fire, radiant, and lightning Water - Cold, piercing, and bludgeoning Master of Elements When you reach 18th level, When you use empower spell metamagic roll damage for the spell twice, use the higher value. Your elemental resistance to damage is granted for all three types of damage associated with your element. Element - Damage Resistance types Air - Lightning, thunder, and slashing Earth - Thunder, bludgeoning, and piercing Fire - Fire, radiant, and lightning Water - Cold, piercing, and bludgeoning [/QUOTE]
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