Sorcerer
Base Class: Sorcerer
The Salamanders are ancient, giant creatures that dwelled in volcanic areas. Some preferred to live in volcanic vents deep in the ocean, or live within the magma pools of volcanoes themselves. They were said to have been born from the raw elemental fires of the world, and were the peaceful guardians of their destructive homes. However encroachment from dragons and other beings drove them from their territories and forced them to adapt and live elsewhere. A Salamander Sorcerer can be by blood or blessing, as a chance encounter with one of these gentle giants could leave you with a parting gift of some of the being's inner fire.
 

Toxic Blood

Starting at 1st level, your salamander ancestry gives you an affinity for fire and poison. Whenever you cast a spell with Fire damage, you can choose between Fire and Poison for the damage.

Eye of Newt

Starting at 1st level, you have the senses of your dark dwelling ancestor. You gain Blindsight up to 30 feet, and immunity to the Blinded condition.

Hellbender

Starting at 6th level, whenever you use your Toxic Blood feature, add your Charisma modifier to the attack. Additionally, if the spell you switched is concentration, you gain resistance to both Fire and Poison for the duration of the spell. If the spell is instantaneous, you are resistant to both types until the beginning of your next turn.

Nourishing Fire

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.

Corrosive Flames

Starting at 18th level, when you damage a target with fire or poison damage you can spend 3 sorcery points to force the target to make a constitution saving throw, on a failed save they become poisoned, while poisoned in this way the target’s speed is halved and they take 3d6 poison and 3d6 fire damage at the start of each of the target’s turns. The target can make a constitution saving throw at the end of their turn to end this effect. You can spend 5 sorcery points to use this feature and overcome immunities to the poisoned condition. Once you successfully effect a creature with this feature you cannot use it again until you finish a long rest.

Previous Versions

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4/30/2020 2:12:36 AM
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5/2/2020 4:12:09 AM
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