Sorcerer
Base Class: Sorcerer

While most of your kind have a general connection to magic by right of blood, you were blessed by the raw magical forces of the world. You or one of your ancestors had direct contact with Dactrikorsis, the diamond dragon god and was blessed by his red light. Who knows what you or someone in your lineage did to earn such an honor but its effects are obvious and powerful. Explosive soul sorcerers are usually easily identified at birth, owed to the blessing manifesting as a bright red glow from the blood that flows through their veins. Sometimes it also manifests in a greater way as well.

Red Light Manifestation
LOCATION MANIFESTATION

Head

Your skull or brain can be seen through your skin, those layers of flesh unable to hold back the deep red glow

Chest

You heart beats as the blessing exists, exuding a bright red light from your chest, either your heart or spine being seen through your skin. 

Hands and Forearms

Your hands shed the red light of your bloodline blessing, the various bones of your hands and forearms showing through your skin.

Blessed Magic

You learn additional spells when you reach certain levels in this class, as shown on the Blessed Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells

1st

Thunderwave, Jump

3rd

Shatter, Dragon's Breath

5th

Fireball, Haste

7th

Sickening Radiance, Elemental Bane

9th

Cone of Cold, Animate Objects

Explosive Investiture

At 1st level, the red light flowing through your veins can hardly be contained, effecting yourself and sometimes others. A few features are granted below:

Volatile Containment- You've trained to contain the explosive nature of your power. Constitution replaces Charisma for your spellcasting modifier and the stat requirement to take this type of sorcerer.

Manifestation Glow- The red light constantly leaks from you, projecting bright light 10 ft away from you and dim light a further 20. Can be toggled on or off as a bonus action.

Explosive Spell Infection- Spells from Blessed Spells table can have all of their damage converted to Force.

Malevolent Blessing- As an action, you can share your blessing with a target within 60 ft, however, their body wasn't born to contain it. On a failed con save, they fail to contain the blessing and they explode, taking 1d8 force damage while up to 2 additional targets within 5 ft are forced to take half that. On a successful save, the original target alone takes half damage. Targets within range of Manifestation Glow have disadvantage on this save. You are resistant to the damage of this feature. This feature grows in damage as a cantrip would and only requires a somatic component. At level 5, the range and number for the secondary targets increases to 10 ft and 3 targets. At level 10, the secondary targets increases again, to 4.

Born to Boom

At 6th level, as a metamagic option, when one of your spells deal damage, you can invest it with additional explosive yield, adding 1d8 force damage to the damage of the spell. This costs 1 sorcery point or you may shed your red-blessed blood, taking 2 x the spell's level in slashing damage.

Explosive Resistance

At 6th level, exposure to your own power has caused you to adapt a natural resistance to explosive forces. You have resistance to force damage. You also have resistance to the damage dealt by bombs and explosive traps and advantage on saves made as a result of them.

No Man's Land

At level 14, as and action, you can let more power leak from you, enhancing your Manifestation Glow. Any hostile creature moving within 30 feet of you must make a strength saving throw against your spell save DC or be blinded and blasted with intense force, dealing damage equal to your sorcerer level and being knocked 20 feet away. This enhancement lasts for 1 minute. You can only use this ability once per long rest. You can choose to risk a dc 20 con save immediately after this ability ends to regain your use once per long rest. On success, you regain it and on failure, you take 2d10 force damage that ignores resistance and immunity.

Nuclear Option

At level 18, your mastery of the red blessing in your blood has allowed you the ability to release its full potential. You become immune to force damage. As an action, you can teleport to any open space you can see within 120 ft, then unleash your power, projecting a massive explosion. Enemies within 60 ft must make a dex save against your spell save DC. Enemies who fail the save take 5d10 force damage and are pushed outside the area of this ability if possible or as far aways as possible if not. Enemies who succeed take half damage and aren't pushed back. You may use this ability once per long rest.

  • Within the first 30 feet from you enemies have disadvantage on the save and are additionally blinded for 2 turns on failed save. The ground beneath you is left unstable, making it difficult terrain for 5 turns.

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