Sorcerous Origin: Branded

At some point in your life, a being of pure elemental magic took refuge within your body, leaving behind a unique mark. This has given you innate access to magic and powerfully twisted spells. Whether the being within you is malicious or not, your life is forever altered.

However this power brings a toll. As you gain magical power, you lose precious years from your life. Will this lead to your death in a blaze of glory, or will you be extinguished like an ember in the wind?

Curse of the Branded

At 1st level, you have started experiencing the malign side effects of being the host of a spirit. The toll placed on your body comes in multiple forms, but they all result in the same thing: your lifespan is drastically shortened.

The longest you can naturally live is half the maximum lifespan of your race. This effect cannot be undone by abilities like Immortal Body or Timeless Body. Nothing less than a Wish can prevent your early demise.

Spirit's Domain

The spirit resinding in you is the source of your magical power. Radiating from your brand is its influence, allowing you to cast spells. This influence goes further than simply twisting spells to your favor, however. At 1st level, you gain 2 spells which you can cast at 1st level once per long rest. Which spells you know depend upon the alignment of your spirit. This does not have to be your alignment.

Choose an alignment for your spirit.

Alignment Spell Good Guiding Bolt Neutral Thunderwave Evil Inflict Wounds Alignment Spell Lawful Heroism Neutral Create or Destroy Water Chaotic Color Spray

Elemental Mastery

Elemental magic is your specialty, and whenever you cast a spell which involves dealing certain damage types, you get a supernatural edge.

At 6th level, choose either Fire, Cold, or Lightning. Whenever you cast a spell that involves a damage roll of the chosen type, you may spend 2 sorcery points before an attack roll or saving throw is made to increase your chances of success. If the spell cast involves an attack roll, you increase your spell attack bonus by 2. If the spell requires a saving throw, you increase your spell save DC by 2 instead.

At 14th level, your mastery extends into another damage type. If you chose Fire, you master Radiant damage. If you chose Cold, you master Necrotic damage. If you chose Lightning, you master Thunder damage. Or, you may instead choose one of the previous unchosen types.

Mark of Summoning

Within you, your spirit has grown more powerful than before. Now it has gained the ability to command and control other, smaller spirits to do its - and your - bidding.

At 14th level, you gain the ability to summon a number of Mephits under your control. As an action, you create 2d4 Mephits, which appear in the closest unoccupied space around you. The type of Mephit corresponds to the damage type you chose for your Elemetal Mastery feature at 6th level: Magma Mephit for Fire, Ice Mephit for Cold, and Dust Mephit for Lightning.

When they appear, roll initiative for them, and they all take their turns at the same time. The DM controls them. You may give these Mephits telepathic commands, and they will follow to the best of their ability. After 1 minute, they all dissapear.

Once you use this ability, you cannot do so again until you finish a long rest.

Unleash Spirits

The spirit inside of you, when pushed out of your brand, releases a massive eruption of magical energy. You gain the ability at 18th level to expel your inner spirit from your body.

As an action, you can release a conflagration of elemental magic. When you do, choose Water, Earth, Fire, or Air.

Water: Any number of creatures of your choice within 60 feet of you each regain a spell slot of level less than or equal to your Charisma modifier. Those creatures also gain the benefits of being under the spells Water Walk and Water Breathing for the next 30 minutes.

Earth: Any number of creatures of your choice within 60 feet of you each gain a number of temporary hit points equal to twice your Sorcerer level. Those creatures gain resistance to bludgeoning, piercing, and slashing damage for the next 30 minutes.

Fire: Any number of creatures of your choice within 60 feet of you each lose any resistance or immunity to fire damage. They must then make a Dexterity saving throw agains your Spell Save DC. The creatures take 10d6 damage on a failed save, and half as much on a successful one.

Air: Any number of creatures of your choice within 60 feet of you all have their movement speeds halved for the next 30 minutes. Those creatures have vulnerability to one damage type of your choice for the next 30 minutes.

When you use this ability, you cannot use it again until you finish a long rest.