Elemental Origin (5e Subclass)
Elemental Origin[edit]
You are born with a strong connection to a particular element, turning you into a devastating force on the battlefield.
- Elemental Affinity
At 1st level, you choose one elemental type from the following: Acid, Poison, Fire, Cold, Thunder or Lightning. All spells that deal damage of the chosen element deal extra damage equal to your Charisma modifier.
- Elemental Armor
At 1st level, as long as you're not wearing armor, your AC is 10 + your Charisma modifier + your Dexterity modifier, and you gain resistance to the element you have an affinity for.
- Elemental Control
At 6th level, you gain a +2 to both your ranged spell attacks and your spell saves for spells that are the element of your elemental affinity. And spells using the element of your Elemental affinity ignores resistance for the purpose of damage calculations.
- Elemental Mastery
At 8° level you acquire a greater deepening with your element of affinity which makes it manifest naturally through you. Giving you passive abilities according to your element:
fire: When it falls to zero, your body generates an explosion that deals 1d12 fire damage
Acid: You are immune to any type of poisoning, including magical.
Cold: In low temperature environments your body strengthens itself by giving you +1 AC and you are immune to the frozen state
Lightning or thunder: When you drop to zero, your body produces an electric pulse, making your heart beat again and making you come back with hit points equal to your casting modifier.
- Elemental Overload
At 8° level, all your spells that are of your affinity element deal extra damage equal +5
- Elemental Protection
Starting at level 14, your elemental armor gains a bonus effect depending on which element you chose for your Elemental Affinity:
- Acid or Poison: enemy melee attacks against you get a -2 to attack and damage rolls
- Fire: When an enemy successfully attacks you, with a melee attack, they take fire damage equal to your Charisma modifier.
- Cold: +2 to your AC (This effect doesn't stack with magic items that provide extra AC)
- Lightning or Thunder: When making a saving throw against a spell you get +2 to the saving throw
- Elemental Immunity
Starting at 14th level you gain immunity to the element you have an affinity for. Also, you treat immunity as resistance, and resistance as nothing whenever you deal damage to a creature with a spell that matches your elemental affinity.
- Elemental Superiority
Once you reach 18th level, you have advantage on all spell attack rolls that deal the elemental damage of your chosen affinity type, and others have disadvantage against your spell saving throws of your chosen affinity type casted by you.
- Elemental
At 20th level you have reached maximum affinity with your element. You ensure that all your spells that deal damage from your source element deal the maximum damage, the number of times equal to your proficiency bonus + your charisma modifier. You can also spend 4 sorcerer points to double the damage. (This effect does not count as a use of metamagic )
Back to Main Page → 5e Homebrew → Character Options → Subclasses