redmordred
2020-07-12, 12:01 PM
Here's my first attempt at homebrewing a subclass. Tips and suggestions welcome.
The power of the elements courses through your veins.
Primordial Ancestor
At 1st level, you choose one type of elemental as your ancestor. The damage type associated with each elemental is used by features you later gain.
Ancestry
Damage Type
Movement
Acid
Acid
Swim
Air
Thunder
Fly
Earth
Force
Burrow
Fire
Fire
Land
Gravity
Force
Fly
Ice
Cold
Burrow
Lightning
Lightning
Fly
Steam
Fire
Fly
Venom
Poison
Swim
Water
Cold
Swim
You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.
Primordial Magic
At 1st level, your innate primordial heritage allows you to alter your spells. You can turn any spell you cast that deals elemental damage (acid, cold, fire, etc.) into the damage type associated with your ancestry. You can do this a number of times equal to your Charisma modifier and regain all uses on a short rest.
Heart of the Elements
At 6th level, you gain resistance to your damage type. In addition, whenever you start casting a spell of 1st level or higher that deals elemental damage, this power erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take elemental damage equal to half your sorcerer level (minimum of 1).
Elemental Movement
At 14th level, you gain a special movement based on your ancestry equal to your walking speed.
If you already possess the chosen movement type then you add 10 feet to your existing movement while wearing light or no armor and as a bonus action on your turn, you can choose to increase your movement speed another 10 feet or gain a flying speed of 10 feet until the end of your turn. If you end your turn in the air, you fall. You can use this ability an number of times equal to your proficiency bonus and regaining all expended uses upon a long rest.
In addition if you have a swim speed you can breathe underwater and if you have fly speed you can hover. If you have a burrow speed then packed or loose earth is considered difficult terrain and you are unable to burrow through solid rock.
Primordial Soul
At 18th level, you become altered by power of your ancestors. You gain the following benefits:
• Immunity to your damage type.
• You no longer need to eat, drink, or sleep.
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
I know there are other elemental subclasses like Sea, Stone, and Storm sorcery but I kinda wanted one that adjustable and all encompassing while showcasing the powers of an elemental. Is this thing balance? Overpowered? Underpowered? Needs work? Would this or that mechanic work better if you ______? Would it be better just to make a subclass for every elemental type? I'm kinda interest in adding Dust, Smoke, and Magma. Should I rework this into a subclass for secondary and hybrid elements instead and leave out that classical ones?
EDIT: Updated abilities to reflect feedback.
The power of the elements courses through your veins.
Primordial Ancestor
At 1st level, you choose one type of elemental as your ancestor. The damage type associated with each elemental is used by features you later gain.
Ancestry
Damage Type
Movement
Acid
Acid
Swim
Air
Thunder
Fly
Earth
Force
Burrow
Fire
Fire
Land
Gravity
Force
Fly
Ice
Cold
Burrow
Lightning
Lightning
Fly
Steam
Fire
Fly
Venom
Poison
Swim
Water
Cold
Swim
You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.
Primordial Magic
At 1st level, your innate primordial heritage allows you to alter your spells. You can turn any spell you cast that deals elemental damage (acid, cold, fire, etc.) into the damage type associated with your ancestry. You can do this a number of times equal to your Charisma modifier and regain all uses on a short rest.
Heart of the Elements
At 6th level, you gain resistance to your damage type. In addition, whenever you start casting a spell of 1st level or higher that deals elemental damage, this power erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take elemental damage equal to half your sorcerer level (minimum of 1).
Elemental Movement
At 14th level, you gain a special movement based on your ancestry equal to your walking speed.
If you already possess the chosen movement type then you add 10 feet to your existing movement while wearing light or no armor and as a bonus action on your turn, you can choose to increase your movement speed another 10 feet or gain a flying speed of 10 feet until the end of your turn. If you end your turn in the air, you fall. You can use this ability an number of times equal to your proficiency bonus and regaining all expended uses upon a long rest.
In addition if you have a swim speed you can breathe underwater and if you have fly speed you can hover. If you have a burrow speed then packed or loose earth is considered difficult terrain and you are unable to burrow through solid rock.
Primordial Soul
At 18th level, you become altered by power of your ancestors. You gain the following benefits:
• Immunity to your damage type.
• You no longer need to eat, drink, or sleep.
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
I know there are other elemental subclasses like Sea, Stone, and Storm sorcery but I kinda wanted one that adjustable and all encompassing while showcasing the powers of an elemental. Is this thing balance? Overpowered? Underpowered? Needs work? Would this or that mechanic work better if you ______? Would it be better just to make a subclass for every elemental type? I'm kinda interest in adding Dust, Smoke, and Magma. Should I rework this into a subclass for secondary and hybrid elements instead and leave out that classical ones?
EDIT: Updated abilities to reflect feedback.