Elemental Essence
Features
Elemental Heritage
At 1st level, choose one element from the Elemental Heritage table. You can speak, read, and write the language associated with your heritage, and its damage type is used by features you gain later.
Elemental Heritage
Element |
Language |
Damage Type |
Air |
Auran |
Lightning or Thunder (choose one) |
Earth |
Terran |
Bludgeoning |
Fire |
Ignan |
Fire |
Water |
Aquan |
Cold |
Manifest Aura
Starting at 1st level, you gain the ability to channel your elemental power into a swirling aura. As a bonus action, you can surround yourself in a magical aura of elemental material or energy appropriate to your heritage for one minute. While the aura persists, you gain the following benefits:
- When you are attacked, you can use your reaction to impose disadvantage on the attack roll before the attack hits or misses.
- When you cast a spell of 1st level or higher, the aura around you intensifies until the start of your next turn. During this time, any creature that ends its turn within 5 feet of you or that enters a space within 5 feet of you takes 1d6 damage of the type associated with your heritage element. This damage increases by 1d6 when you reach 7th level (2d6).
- You can use this ability twice. You regain all expended uses when you finish a long rest.
Infuse Elements
Starting at 6th level, you gain resistance to the damage type associated with your heritage.
Additionally, when you damage a creature with a spell, you can spend 1 sorcery point to lace it with the power of your heritage element. The spell takes on a visual ca1st that reflects the elemental infusion (fire and embers dance in the area, wind swirls around a bolt of energy, etc.) and inflicts the following additional effects depending on your heritage:
Air. The creature is buffeted by strong winds, arcs of lighting, and claps of thunder. It makes a Strength Save against your Spell DC, on a fail can’t take reactions until the start of its next turn.
Earth. The creature makes a Constitution Save against your Spell DC, on a failure, it is partially petrified and restrained until the start of your next turn.
Fire. The creature is seared by your fiery magic. The creature makes a Wisdom Save against your Spell DC, on a failure it is frightened until the end of its next turn. Creatures that are immune to fire are unaffected.
Water. The creature is disoriented as the world seems to roll and pitch in waves. The creature makes a Constitution Save against your Spell DC, on a failure it is poisoned until the end of its next turn.
Elemental Jaunt
At 14th level, you can teleport by skimming the outer boundary of the Elemental Planes. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see. When you appear, you can, depending on your heritage element, create the following effects:
Air. When you appear within 5 feet of an area of wind (whether natural or magical), you create a cyclonic burst of wind. All creatures within 10 feet of you must succeed on a Constitution saving throw or take 2d6 slashing damage and be blinded by dust and debris until the start of your next turn.
Earth. When you appear within 5 feet of nonmagical, unworked stone filling at least one five-foot square, you create tremors in the earth that ripple outward from you. Each creature within 10 feet of you that is touching the ground must succeed on a Strength saving throw or take 4d6 bludgeoning damage and fall prone.
Fire. When you appear within 5 feet of a fire at least the size of a campfire, you create a burst of flame around yourself. Each creature within 10 feet must succeed on a Dexterity saving throw or take 2d6 fire damage and ignite. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.
Water. When you appear within 5 feet of at least 50 gallons of water, you create a torrent of water that assails the creatures around you. Each creature within 10 feet of you must succeed on a Constitution saving throw or take 2d6 bludgeoning damage and choke on the water that forces its way into the creature’s throat. A choking creature can’t speak and has disadvantage on attack rolls and ability checks until the start of your next turn. Creatures that don’t have to breathe or that can breathe water don’t choke.
Saving throws against these effects are made against your spell save DC. You can use this feature twice. You regain all expended uses when you finish a short or long rest.
Elemental Soul
At 18th level, you gain immunity to the damage type associated with your heritage.
Depending on your elemental heritage, you also gain one of the following benefits:
Air. You gain a magical flying speed equal to your current walking speed. Additionally, during your turn you can spend 1 sorcery point to become insubstantial wind and mist. Until the start of your next turn, you gain a number of benefits: You can enter a hostile creature’s space, you can move through a space as narrow as 1 inch without squeezing, you are immune to the effects of strong wind, and you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Earth. You gain a burrow speed equal to your current walking speed, and you can burrow through nonmagical, unworked earth and stone. While doing so, you don’t disturb the material you move through. Additionally, you can spend 1 sorcery point to become stony and unyielding until the start of your next turn. During this time, you are resistant to piercing and slashing damage, immune to poison damage, and you can’t be petrified or poisoned.
Fire. Your speed increases by 10 feet. Additionally, during your turn you can spend 1 sorcery point to become fiery and insubstantial. Until the start of your next turn, you can move through a hostile creature’s space. The first time you enter a creature’s space on a turn, that creature takes 1d10 fire damage and ignites. Until it takes an action to douse the fire, an ignited creature takes 1d10 fire damage at the start of its turn.
Water. You gain a swimming speed equal to your current walking speed, and you can breathe both water and air. Additionally, during your turn you can spend 1 sorcery point to take on a watery form. Until the start of your next turn, you can enter a hostile creature’s space and move through a space as narrow as 1 inch wide without squeezing. When you enter a hostile creature’s space, the creature must succeed on a Strength saving throw against your spell save DC or fall prone.