Table of Contents

Elemental Sorcerer

The Elemental Sorcerer is a D&D-VikingWorld homebrew class for a character whose connection to an element is direct, physical, and instinctive. Instead of managing ordinary spell slots and a separate metamagic pool, the class shapes a small number of elemental effects using one shared pool of Spell/Sorcery Points.

This is the current version used by Wavesia Fjordmist. It supersedes the older Elemental Sorceror draft where the two disagree.

Class Chassis

Spell save DC = 8 + proficiency bonus + Charisma modifier
Spell attack modifier = proficiency bonus + Charisma modifier

Level Progression

Level Proficiency Unified Points Nova Limit Metamagics Known 1 +2 3 3 3 2 +2 5 4 4 3 +2 7 4 4 4 +2 9 5 5 5 +3 11 5 5 6 +3 13 6 6 7 +3 15 6 6 8 +3 17 7 7 9 +4 19 7 7 10 +4 21 8 8 11 +4 23 8 8 12 +4 25 9 9 13 +5 27 9 9 14 +5 29 10 10 15 +5 31 10 10 16 +5 33 10 10 17 +6 35 10 10 18 +6 37 10 10 19 +6 39 10 10 20 +6 41 10 10

All expended points return after a long rest. These points are both the character's spell points and metamagic points; they are not two separate pools.

Nova Limit

The Nova Limit is the greatest number of points the character can safely spend between the start of one turn and the start of their next turn. This includes points spent during their turn and on reactions before their next turn.

The character may deliberately exceed the limit. For each point above the limit, the character gains one level of Exhaustion. This is called going nova.

Elemental Focus

At 1st level, choose an elemental focus such as water, fire, cold, lightning, or another focus approved by the GM. The focus determines the appearance and normal damage type of the character's elemental magic. Each focus should have attack, defense, and utility forms modeled on the water forms below.

Water Attack

As an action—or as an opportunity reaction when appropriate—hurl water at one creature within 30 feet. Make a spell attack. On a hit, the target takes 1d8 + Charisma modifier bludgeoning damage. A Medium or smaller target that fails a Strength saving throw is pushed 5 feet.

The base damage becomes 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. At those levels, the largest pushable size becomes Large, Huge, and Gargantuan respectively.

Water Shield

As a reaction, shield yourself or another creature within 15 feet. Roll 1d8; the target gains that many temporary hit points until the start of your next turn.

Against an area effect, subtract the shield roll from the effect's damage before applying resistance or a successful saving throw.

Water Utility

The sorcerer can calm or stir water, redirect its flow, make simple shapes, and collect atmospheric moisture to create up to one gallon of clean water. The GM adjudicates unusual uses consistently with the scale of a cantrip.

Metamagic

Unless stated otherwise, each option costs 1 point, can be applied more than once, and counts against the Nova Limit.

Empower

Add one damage or shield die to an elemental attack or shield.

Extend

Add 30 feet to an attack's range. When used with Fog, add another adjoining 15-foot cube.

Fog

Create a heavily obscuring 15-foot cube of fog at a point within 30 feet.

Freeze

Change any number of attack dice to cold damage. If the target takes cold damage, replace the normal push with a 10-foot speed reduction until the start of your next turn.

Redirect

After a single-target attack hits, redirect the element to another target within 30 feet of the first target.

Sense Water

Sense the general location, amount, and flow of water within 60 feet for 10 minutes.

Shove

Double the normal push distance, or knock the target prone if it fails its Strength save.

Stun

When a bludgeoning elemental attack hits, replace its push with the Stunned condition until the start of your next turn.

Wave

Turn a single-target attack into a 15-foot cone. Targets make a Dexterity save. A target takes half damage on a success; only a failed save can cause the normal push.

Soothing Waters

Cost: 2 points. When granting a water shield, the target also regains hit points equal to half the temporary hit points rolled.

Frozen Barrier

When creating a water shield, grant its target resistance to fire or cold damage for 1 round.

Animate

Animate water or another manifestation of the chosen element. At high level, an explosive elemental effect may become a concentrating, mobile manifestation for up to 1 minute, moving as directed by the GM's implementation of the effect.

Summon Elemental

Requirement: level 10. Summon an elemental related to the character's focus for up to 1 hour or until reduced to 0 hit points.

Draft rule: The original design never completed the summoned elemental's point-scaled stat block. The GM must agree on the creature and point cost before this option is selected. Do not assume an unrestricted standard elemental.

Design Notes

This class is intentionally direct for new and young players: a small collection of familiar base effects becomes more flexible as the player learns metamagic. Its unified pool makes every enhancement a meaningful choice, while the Nova Limit prevents a character from spending the whole pool safely in one turn.

The campaign platform tracks the unified points, level progression, and Nova Limit. Going nova and high-level draft abilities still require explicit GM adjudication.