Base Class: Sorcerer
You have been infused with the elemental magic of the negative quasi-planes of Ash and Dust. Perhaps you acquired this magic from a lineage, or you had a freak accident exploring one of those quasi-planes, or perhaps your elders made a pact with a devil to give you hellish powers, and they manifest as a smokey dust.
The magic inside you transmutes your appearance, your soul itself is eroded and is constantly shifting with a smoldering heat that consumes and smothers all others. At your option, you can pick from or roll on the Ashen Blood Sorcerer Quirks table to create a quirk for your character.
| 1d6 | Quirk |
|---|---|
|
1 |
You radiate a low heat but are cold to the touch. |
|
2 |
Your eyes have flakes of red and gray scattered in them and they slightly glow in the dark like a smoldering ember. |
|
3 |
The tips of your extremities are grey and your skin is ashy. |
|
4 |
Your breathing hears crackling and labored, even when you are in perfect health. |
|
5 |
Your veins glow with a low orange whenever you use your magic. |
|
6 |
Whenever you bleed, your blood is coagulated, like its mixed with a grainy substance. |
Ashen Spells
You learn additional spells when you reach certain levels in this class, as shown on the Ashen Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
| Sorcerer Level | Spells |
|---|---|
|
1st |
faerie fire, hex |
|
3rd |
heat metal, dust devil |
|
5th |
wall of sand, vampiric touch |
|
7th |
summon elemental (fire only), blight |
|
9th |
flame strike, antilife shell |
Stoke the Flame
At 1st level, your soul is a constant low burning ember that seeks to grow and snuff out other flames. As an action, you can smother out any continuous non-magical flame within 20ft, gaining a number of sorcery points equal to the size of the fire extinguished (up to large).
Tiny: 1 sorcery point (ex: candles, stove burners)
Small: 2 sorcery points (ex: torches, lanterns)
Medium: 3 sorcery points (ex: campfires, fireplaces)
Large: 4 sorcery points (ex: bonfires)
You can use this feature a number of times equal to your spellcasting modifier per long rest.
Smoldering Suffication
All living things have a residual heat, and akin to the plane of ash, you can siphon that heat as well. As an action, you can spend 2 sorcery points to target a creature within 60ft. That creature is coated in flakes of ash and dust that saps the heat from their body. That creature must make a Constitution saving throw or take 2d6 necrotic damage and you regain a number of hitpoints equal to half the damage dealt. This feature lasts for a minute and you may use your bonus action on your turns during the duration to deal the damage again. When a creature dies with the flakes on them you can use your bonus action to move the ash to another target within range, in which they will have to make the Constitution saving throw. (undead and constructs are unaffected, unless stated that they can deal fire damage).
You can use this feature twice per long rest.
Ashen Step
At 14th level, you gain the ability to quickly de-materialize into dust and reform in another space. As a bonus action, you can teleport into an unoccupied space that you can see within 60ft. When you appear in this space, any creatures of your choice within a 10ft radius must make a Dexterity saving throw or take 3d10 fire damage or half on a success.
You can use this feature a number of times per long rest equal to your spellcasting modifier.
Dust Devil
At 18th level, you gain the ability to completely embody the energy of the Ash and Dust planes. As a bonus action, you can spend 6 sorcery points to transform yourself for one minute, until you are unconscious, die, or dismiss this as a bonus action. while you are transformed you gain the following benefits:
- A tornado of fire and dust surrounds you in a 10ft radius with a 30ft height, any creature of your choice that enters this radius for the first time this turn or starts their turn in the radius must make a Dexterity saving throw or take 2d12 fire damage and 2d12 bludgeoning damage and are knocked prone or half on a success.
- All ranged attacks against you have disadvantage.
- you gain a flying speed equal to your walking speed.







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