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New Sorcerous Origin: Elemental Affinity
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<blockquote data-quote="steeldragons" data-source="post: 6494195" data-attributes="member: 92511"><p>Oo! Can I play?</p><p></p><p>I'd go with/how about something like this?</p><p></p><p>Sorcerer traits all stay the same/as stipulated in the PHB with the exception that <em>Sorcerous Bloodine</em> is <strong>Elemental.</strong></p><p></p><p><strong>Elemental Bloodline</strong></p><p>bladdity blah blah you have an elemental ancestor/elemental power in your veins.However you want to flavor that.</p><p></p><p>"At 1st level, you choose one type of elemental as your ancestor. Once chosen you can not change it. The damage type associated with each elemental is used by features you gain later. Also, any spell which deals an energy type damage, deals your elemental type energy damage instead. </p><p></p><p><u>Elemental . . . .Energy Type </u></p><p>Air . . . . . . . . .Lightning or Force (concussive winds)</p><p>Earth . . . . . . . Bludgeoning (from actual stone/earth striking your foes) or Thunder (concussive waves of sound/force: stomping on the ground, slapping fists/clapping hands, slamming rocks together, etc...)</p><p>Fire . . . . . . . . Fire/Heat [duh]</p><p>Water . . . . . . .Cold/Ice or Bludgeoning (slamming foes with waves/spouts of water)</p><p></p><p><strong>Elemental Affinity</strong></p><p>As written for the Draconic Sorcerer, but applies the above options and moves up to 1st level.</p><p></p><p><strong>In Your Native Element</strong></p><p>At 6th level, you can spend 3 sorcery points to assume a semi-elemental form to move in and through your element up to a speed of 60': flying speed for air/fire ["heat/hot air rises"] or swim<em> and/or</em> surface speed [riding over waves of] for water/earth. While doing so, you are not damaged by your element (a fire sorcerer moving through a Wall of Fire, for example). The sorcerer is not impeded by difficult terrain of their element type and spells or other magical effects of the sorcerer's native element can neither reduce movement speed nor cause the sorcerer to be paralyzed or restrained. The sorcerer's movement or attacks are not impeded while in their element. This form/freedom of movement can be maintained up to one hour. You must complete a short rest before using this power again.</p><p></p><p><strong>Elemental Storm </strong></p><p>At 14th level, as a bonus action and with 5 sorcery points, you can invoke a surging maelstrom of your element type that conforms to the parameters of the <em>Ice Storm</em> spell, except it deals 5d10+Cha. mod. of damage type appropriate to your element: air: lightning and [wind] force; earth: bludegoning [rocks] and thunder; fire: fire; water: cold and bludgeoning [ice chunks, sleet or liquid water]. </p><p></p><p><strong>Energy Immunity</strong></p><p>At 18th level, you can no longer be harmed by elemental damage of a type matching your element, as follows:</p><p>Air: Lightning immunity, resistance to Thunder.</p><p>Fire: Fire immunity, resistance to Cold.</p><p>Water: Cold immunity, resistance to Fire. </p><p>Earth: Thunder immunity, resistance to Lightning.</p><p></p><p>Edit to mention as an aside: I would hold off/save the "Bonus Spells" idea above to be applied for Cleric [individual] Element Domains, since getting bonus spells is kinda the "cleric domain" thing.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6494195, member: 92511"] Oo! Can I play? I'd go with/how about something like this? Sorcerer traits all stay the same/as stipulated in the PHB with the exception that [I]Sorcerous Bloodine[/I] is [B]Elemental.[/B] [B]Elemental Bloodline[/B] bladdity blah blah you have an elemental ancestor/elemental power in your veins.However you want to flavor that. "At 1st level, you choose one type of elemental as your ancestor. Once chosen you can not change it. The damage type associated with each elemental is used by features you gain later. Also, any spell which deals an energy type damage, deals your elemental type energy damage instead. [U]Elemental . . . .Energy Type [/U] Air . . . . . . . . .Lightning or Force (concussive winds) Earth . . . . . . . Bludgeoning (from actual stone/earth striking your foes) or Thunder (concussive waves of sound/force: stomping on the ground, slapping fists/clapping hands, slamming rocks together, etc...) Fire . . . . . . . . Fire/Heat [duh] Water . . . . . . .Cold/Ice or Bludgeoning (slamming foes with waves/spouts of water) [B]Elemental Affinity[/B] As written for the Draconic Sorcerer, but applies the above options and moves up to 1st level. [B]In Your Native Element[/B] At 6th level, you can spend 3 sorcery points to assume a semi-elemental form to move in and through your element up to a speed of 60': flying speed for air/fire ["heat/hot air rises"] or swim[I] and/or[/I] surface speed [riding over waves of] for water/earth. While doing so, you are not damaged by your element (a fire sorcerer moving through a Wall of Fire, for example). The sorcerer is not impeded by difficult terrain of their element type and spells or other magical effects of the sorcerer's native element can neither reduce movement speed nor cause the sorcerer to be paralyzed or restrained. The sorcerer's movement or attacks are not impeded while in their element. This form/freedom of movement can be maintained up to one hour. You must complete a short rest before using this power again. [B]Elemental Storm [/B] At 14th level, as a bonus action and with 5 sorcery points, you can invoke a surging maelstrom of your element type that conforms to the parameters of the [I]Ice Storm[/I] spell, except it deals 5d10+Cha. mod. of damage type appropriate to your element: air: lightning and [wind] force; earth: bludegoning [rocks] and thunder; fire: fire; water: cold and bludgeoning [ice chunks, sleet or liquid water]. [B]Energy Immunity[/B] At 18th level, you can no longer be harmed by elemental damage of a type matching your element, as follows: Air: Lightning immunity, resistance to Thunder. Fire: Fire immunity, resistance to Cold. Water: Cold immunity, resistance to Fire. Earth: Thunder immunity, resistance to Lightning. Edit to mention as an aside: I would hold off/save the "Bonus Spells" idea above to be applied for Cleric [individual] Element Domains, since getting bonus spells is kinda the "cleric domain" thing. [/QUOTE]
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