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.
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 - 6th Level
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 cast 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 can’t take
reactions until the start of its next turn.
• Earth. The creature is partially petrified and
restrained until the start of your next turn.
• Fire. The creature is seared by your fiery magic.
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. It is poisoned
until the end of its next turn.
Elemental Jaunt - 14th Level
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 - 18th Level
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.