Base Class: Sorcerer
You grew up in or near a city of great industry, where coal smoke belched from thousands of chimneys and clouded the sky; where alchemical waste littered streets and gutters; where disease and pollution killed people like flies. But you were different. You did not succumb to the toxic fumes and pollution of the city. Instead, your body grew stronger; you found yourself with new and strange abilities amidst the smog, grime and pestilence.
As a Polluted Body sorcerer, think carefully about what you might have gone through to obtain your toxic powers. For examples, see the Polluted Body Origin Table below.
Polluted Body Origin
| D4 | Origin |
|---|---|
| 1 | One foggy evening you fell into a polluted river where the alchemists dumped their toxic waste. You remember drowning that night, yet here you are. |
| 2 | You survived a rare and magical respiratory disease you suffered as a child. It has made you stronger. |
| 3 | You grew up in a magical forest near a great city of industry. The pollution of the city ravaged your home, melded with its ancient magic and changed you. |
| 4 | Driven by poverty and desperation, you let alchemists perform experiments on your body. Your lungs were replaced with something else. |
Miasmic Aura
At 1st level, the toxic fumes and pollutants within you shield you from harm. Immediately after you cast a sorcerer spell of 1st level or higher, you can use your bonus action to cause a 10-foot-radius sphere of toxic fumes to surround you until the beginning of your next turn. The area is lightly obscured and creatures of your choice that move into the area or begin their turn within it immediately suffer the poisoned condition. A creature loses the poisoned condition once the toxic fumes disappear or once they leave the area.
Toxic Fortitude
At 1st level, your body has become resilient to airborne toxins and pollutants. You have resistance to poison damage. In addition, you have advantage on saving throws made against harmful gases and vapors (such as the cloudkill and stinking cloud spells, inhaled poisons, and the breath weapons of some dragons).
Mephitic Spells
Also at 1st level, you’ve learnt how to innately cast certain magical spells related to disease, pollution and gas. You learn additional spells when you reach certain levels in this class, as shown on the Polluted Body Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Polluted Body Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | fog cloud, grease, poison spray |
| 3rd | acid arrow, ray of enfeeblement |
| 5th | gaseous form, stinking cloud |
| 7th | conjure minor elementals, vitriolic sphere |
| 9th | cloudkill, contagion |
Smog Sight
At 6th level, your eyes can peer through even the densest of smog. You ignore the effects of lightly or heavily obscured areas caused by fog, smoke and other types of gases or vapors.
Noxious Magic
Also at 6th level, your polluted body empowers your vile magic. Any sorcerer spell you cast that deals acid or poison damage gains a bonus to its damage roll equal to your Charisma modifier.
Gaseous Escape
At 14th level, you find refuge among smog and toxic fumes. As a reaction to taking damage, you can temporarily transform yourself into a corrosive cloud of toxic gas. The triggering damage is halved, and you can immediately fly up to 30 feet without provoking attacks of opportunity. While in this form, you cannot be grappled or restrained and can move through a space as narrow as 1 inch wide without squeezing. If you move through a space occupied by another creature, it takes acid or poison damage (your choice) equal to 1d10 + your Charisma modifier. A creature cannot take damage from this feature more than once per turn. When you finish your movement, you revert to your normal form.
You can use this feature once per short rest, unless you spend 3 sorcery points to use it again.
Suffocation
At 18th level, you can cause toxic gasses to rush into the lungs of your enemies. As an action, you can choose one creature you can see within 60 feet of you, forcing it to make a Constitution saving throw. On a failed save, the creature is reduced to 0 hit points. Creatures that don’t need to breathe, or that are immune to either poison damage or the poisoned condition, are immune to this feature.
You can use this feature once per long rest, unless you spend 5 sorcery points to use it again.
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