Sorcerous Origin

Enviromancer

Being exposed to some of the harshest climates there is has an effect on people. Some break, finding the environment too unforgiving, while others find ways to use, exploit, or even connect to the cruel nature of the neverending harshness. Whether it was you or an ancestor that endured these kinds of trying conditions, you are connected to a force of nature itself, enabling you to draw power from it and even channel power through it.

The Long Treks

Starting at 1st level, you've spent a great deal of time wandering through unforgiving deserts, tundras, or perhaps volcanic areas, where civilised or verdant areas are few and far between. You have advantage on Constitution saving throws to avoid exhaustion.

Whirling Chaos

Starting at 1st level, ice, magma, or sand serves and protects you. Whenever you start casting a spell of 1st level or higher, one of those starts swirling around you, making you harder to hit. The first attack against you before the start of your next turn is made with disadvantage.

Environmental Figure

Starting at 6th level, you can give form to a force of nature. As a bonus action, you can conjure a figure of flowing ice, magma, or sand in an empty space on the ground within 30 feet of you that lasts for 1 minute, or until you become unconscious.

For the duration, you can cast spells as though you were in the figure’s space, but you must use your own senses.

As a bonus action on your turn, you can move the figure up to 30 feet to a space you can see, but it must remain within 120 feet of you.

You can use this feature two times. When you finish a short or long rest, you regain your expended uses.

Sudden Shift

Starting at 14th level, like snowflakes in the wind, everflowing magma, or sand dunes in constant shift, you never stand still. When a creature you can see targets you with an attack, or you are subjected to an effect that allows you to make a Dexterity saving throw to take no or half damage, you can use a reaction to conjure an Environmental Figure without expending a use of it and instantly switch places with it. Once you use this feature, you must finish a short or long rest before you can use it again.

Double Trouble

At 18th level, the bond between you and the land has strenghtened, allowing you not only greater control of its aid, but the ability to enhance your spellcasting through it as well. When you use your Environmental Figure feature, you can conjure two figures instead of one.

In addition to the normal benefits from the feature, you also gain the ability to channel a spell through both of them simultaneously. When you cast a sorcerer spell of 5th level or lower, you can double either its initial damage, size or number of targets. To cast a spell in this way you must spend 1 sorcery point per level of the spell cast (1 sorcery point if the spell is a cantrip). This counts as a Metamagic option.

Once you've used this feature, you must finish a short or long rest before you can use it again.