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  ELEMENTALBORN 
  BLOODLINES 
                                                        Toaau and Middle Finger of Vecna  
   
  
   
   
  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  Flameborn 
  Your innate magic comes from the power of elemental fire. 
  Perhaps you were born during a volcanic eruption, so 
  destructive its effects are felt to this day. Your lineage 
  might include the influence of potent fire creatures, such as 
  a fire giant or an efreeti. Whatever the case, the magic of 
  the flames permeate your soul. 
       Flame sorcerers are invaluable members in many 
  expeditions, particularly volcanic or jungle forays. Their 
  magic allows them to exert control over fire and lava in 
  their immediate area. Their abilities also prove useful in 
  repelling blights, treants, and other plant-based threats. 
  Flameborn Expanded Spell List 
  The arcane magic you command is infused to elemental 
  fire. You can speak, read and write primordial. You learn 
  additional spells at the levels specified below. These spells 
  don't count against your total number of spells known. 
  Sorcerer Level 
  Spells 
  1st 
  burning hands, faerie fire 
  3rd 
  flame blade, scorching ray 
  5th 
  fireball, gaseous form 
  7th 
  conjure minor elementals*, wall of fire 
  9th 
  conjure elemental** 
  *Unless you gain this spell from another source, you can only 
  summon magma mephits, smoke mephits, and steam 
  mephits with it. 
  **Unless you gain this spell from another source, you can 
  summon only fire elementals with it. 
  Flaming Magic 
  At 1st level, fire magic surges in your veins. Whenever you 
  damage a creature with a 1st level spell or higher, you can 
  create a burst of flame as a bonus action. Each creature 
  adjacent to you takes 1d4 fire damage. 
  Fire Barricade 
  Beginning at 6th level, you have resistance to fire damage. 
  Additionally, you can light an intense blaze in an 
  unoccupied 5 foot sphere you can see as an action. This fire 
  remains lit for 1 minute, and you can have up to 3 lit at a 
  time. A creature that enters or begins its turn in such a 
  space must make a Dexterity saving throw. On a failed 
  save, it takes 4d8 fire damage, or half as much on a 
  successful one. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Heat Cultivation 
  At 6th level, you learn the control flames and create 
  bonfire cantrips, if you did not already know them. 
  Burning Shield 
  At 14th level, your fire scorches those who harm you. As a 
  reaction when you take damage from a melee attack, you 
  can raise a fiery aegis. The creature that damaged you must 
  make a Dexterity saving throw with a DC equal to your 
  Spell Save DC. On a failed save, the creature takes fire 
  damage equal to your Sorcerer level and takes 2d4 fire 
  damage at the beginning of its next turn. On a successful 
  save, the creature takes fire damage equal to half your 
  sorcerer level. 
  Tornado of Flame 
  By 18th level, you are immune to fire and can channel 
  flame into a whirlwind of flame around yourself. You can 
  create a Tornado of Flame as an action on your turn as an 
  action expending 2 sorcery points, and you must expend 2 
  additional sorcery points at the end of each of your turns to 
  maintain the tornado, or the effect ends. Your tornado is a 
  cylinder 5 feet in radius with a 30 foot height. Each 
  creature that begins its turn inside the tornado must make a 
  Dexterity saving throw. On a failed save, the creature takes 
  8d8 fire damage, or half as much on a successful one.  
       As a bonus action on your turn, you can change the size 
  and intensity of your tornado, which are inversely 
  proportional. You can choose between a 15 foot radius 
  dealing 4d8 fire damage, a 10 foot radius dealing 6d8 fire 
  damage, and a 5 foot radius dealing 8d8 fire damage. 
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  Stoneborn 
  Your innate magic comes from the power of elemental 
  earth. Perhaps you were born during a massive earthquake 
  whose fissures divide the land to this day. Your lineage 
  might include the influence of potent earth creatures, such 
  as the stone giants and the dao. Whatever the case, the 
  magic of the stones permeate your soul. 
       Stone sorcerers are invaluable members of an Underdark 
  crew. Their magic allows them to create cracks and move 
  the boulders in their immediate area. Their abilities also 
  prove useful in repelling basilisks, hydras, and other 
  landbound threats. 
  Stoneborn Expanded Spell List 
  The arcane magic you command is infused to elemental 
  earth. You can speak, read and write primordial. You learn 
  additional spells at the levels specified below. These spells 
  don't count against your total number of spells known. 
  Sorcerer Level 
  Spells 
  1st 
  longstrider, shield 
  3rd 
  hold person, protection from poison 
  5th 
  protection from energy, slow 
  7th 
  conjure minor elementals*, stoneskin 
  9th 
  conjure elemental** 
  *Unless you gain this spell from another source, you can only 
  summon dust mephits, magma mephits, and mud mephits 
  with it. 
  **Unless you gain this spell from another source, you can 
  summon only earth elementals with it. 
  Stoneflesh 
  At 1st level, you are attuned to elemental earth magic. 
  Whenever you cast a spell other than a cantrip during your 
  turn that targets at least 1 other creature, you can use a 
  bonus action to harden your skin. Until the start of your 
  next turn, when you are take damage from nonmagical 
  weapons that aren't adamantine, you can roll a d4 subtract 
  the amount rolled from the damage. 
  One with the Rocks 
  At 6th level, you gain resistance to bludgeoning damage, 
  and proficiency with light armor. In addition, you learn the 
  blade ward cantrip if you don't already know it. 
   
   
   
   
   
   
  Mutate Earth 
  At 6th level, you learn the mold earth cantrip. In addition, 
  you can cast it as a bonus action. 
  Earthbind 
  At 14th level, you gain proficiency with shields. In 
  addition, by expending one Sorcery point, you can use your 
  reaction to merge your feet with the earth. For up to one 
  minute, your movement speed is reduced to 0, and effects 
  that would move you have no effect. Attack rolls made 
  against you by creatures equal to or smaller than you have 
  disadvantage, and your Dexterity modifier for AC is 
  replaced by your proficiency bonus if it is smaller. You can 
  end this effect as a bonus action. 
  Stonewalk 
  At 18th level, you gain the ability to move through difficult 
  terrain caused by rubble without being slowed by it. You 
  also gain resistance to force damage, and the ability to 
  Stonewalk. 
       On your turn, you can use your action to enter solid 
  stone. While in the stone, you have full cover, and effects 
  that affect areas, such as Auras, do not affect you. You 
  move at half speed in the stone, may not take bonus 
  actions, may take no actions other than the Dash action, and 
  can take no reactions other than the following: 
  When you make an Opportunity attack, you can attempt a 
  special Grapple check to pull a creature partially into the 
  stone. The creature makes the grapple check against your 
  Spell Save DC. If the creature fails the grapple, it is 
  Grappled, Restrained, and pulled into the stone. Each turn 
  the grappled creature begins in the stone, it takes 2d10 
  bludgeoning damage. 
   
   
   
   
   
   
   
   
   
   
   
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  Waveborn 
  Your innate magic comes from the power of elemental 
  water. Perhaps you were born during great tsunami which 
  decimated the countryside. Your lineage might include the 
  influence of potent water creatures, such as the merfolk and 
  the marid. Whatever the case, the magic of the wave 
  permeates your soul. 
  Wave sorcerers are invaluable members of a team in any 
  hostile environment. Their magic allows them to exert 
  control over water and currents in their immediate area. 
  Their abilities also prove useful in repelling efreeti, 
  salamanders, and other fiery threats. 
  Waveborn Expanded Spell List 
  The arcane magic you command is infused to elemental 
  water. You can speak, read and write primordial. You learn 
  additional spells at the levels specified below. These spells 
  don't count against your total number of spells known. 
  Sorcerer Level 
  Spells 
  1st 
  expeditious retreat, grease 
  3rd 
  blur, mirror image 
  5th 
  haste, water breathing 
  7th 
  conjure minor elementals*, wall of ice 
  9th 
  conjure elemental** 
  *Unless you gain this spell from another source, you can only 
  summon ice mephits, mud mephits, and steam mephits with 
  it. 
  **Unless you gain this spell from another source, you can 
  summon only water elementals with it. 
  Wave Magic 
  At 1st level, you are attuned to elemental water magic. 
  Whenever you cast a spell of 1st level or higher, you can 
  use a bonus action to conjure a rushing wave to sweep 
  knock down your enemies. Select a creature standing 
  within 30 feet of you to make a Strength saving throw. 
  Creatures with 4 legs or which are otherwise exceptionally 
  stable have advantage on this save. On a failed save, the 
  creature is knocked prone. 
  Whelm 
  At 6th level you can breathe underwater and you gain 
  resistance to cold damage. Additionally, as an action you 
  can create a torrent of water around yourself in a 10 foot 
  radius for up to 1 minute while you maintain concentration 
  on the effect. For the duration, creatures move at half speed 
  while in this area, and ranged attack rolls have 
  disadvantage against yourself and other creatures in the 
  torrent. After using this ability, you must complete a short 
  or long rest before using it again. 
   
  Stream Master 
  At 6th level, you learn the shape water cantrip, and a 
  swimming speed equal to your walking speed. 
  Poisonous Punch 
  At 14th level, the water energy you channel in your spells 
  flows through your veins. When you are hit by a melee 
  attack, you can use your reaction to deal Poison damage 
  equal to you Sorcerer level. The attacker must also make a 
  Constitution saving throw against your spell save DC. On a 
  failed save, the attacker is poisoned for 1 minute. They can 
  repeat the saving throw at the end of each of their turns, 
  ending the condition on a success. 
  Drown 
  Beginning at 18th level you gain immunity to cold damage.  
       In addition, you can conjure water an enemy's lungs. As 
  an action, select 1 creature within 30 feet to make a 
  Constitution saving throw. Elementals, oozes, plants, 
  undead, and other creatures without lungs automatically 
  succeed this saving throw. On a failed save, as long as you 
  concentrate on this effect, the creature is incapacitated, 
  prone, and begins to make death saving throws. These 
  death saving throws do not end on three successes, but the 
  creature still dies on three failures. The creature can attempt 
  this saving throw again at the end of each of its turns to end 
  the effect early. On a successful save, the target is poisoned 
  until the end of its next turn. After using this ability, you 
  must complete a short or long rest before using it again.  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Elementalborn Bloodline.pdf