Base Class: Sorcerer
With changes in society and civilisation come changes in the structure of magic. As new sources of energy are discovered, so are new sources of magic. Some Smoke Sorcerers were exposed to toxic levels of smoke at a young age, but miraculously survived; others may have suffered accidents at later stages in life; others still may be innately connected to the Paraelemental Plane of Smoke. However they acquired this power, they are often impervious to the effects of smoke, able to breathe in the harsh vapours without risk.
Smoke Magic
You learn additional spells when you reach certain levels
Smoke Magic Spells
Sorcerer Level |
Spells |
1st |
Burning Hands, Fog Cloud |
3rd |
Darkness, Misty Step |
5th |
Flame Stride, Stinking Cloud |
7th |
Shadow of Moil, Wall of Fire |
9th |
Cloudkill, Immolation |
Smoke and Mirrors
Starting at 1st level, your essence is infused with smoke, making you fleeting and difficult to pin down. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. In addition, you can see through spaces that are heavily obscured by smoke or similar phenomena as if they were lightly obscured, and while you are in such a heavily obscured space, you have advantage on Dexterity saving throws. You can also breathe smoke as if it were air.
Smokecasting
Also at 1st level, you learn the Fire Bolt cantrip. When you cast it, you can choose to deal poison damage instead of fire damage. In addition, once per turn when you deal damage to a creature with a cantrip, you can force the target to make a Constitution saving throw against your spell save DC or become poisoned until the start of your next turn.
Intake and Exhaust
At 6th level, you become resistant to fire and poison damage. In addition, whenever you deal fire or poison damage with a spell, you can add your Charisma modifier to that damage. You can only do so to one damage roll per spell.
Twisting Haze
By 14th level, your mastery over smoke becomes unparalleled. When you are obscured by smoke or similar phenomena, you can teleport up to 60 feet as a bonus action to an unoccupied space you can see that is also obscured by smoke or similar phenomena. In addition, whenever you are lightly obscured by smoke or similar phenomena, you are considered to be heavily obscured.
Finally, once per turn when you deal damage to a creature with a spell, you can force the target to make a Constitution saving throw against your spell save DC or become poisoned until the start of your next turn.
Choking Smoke
At 18th level, you can cause smoke to cling to your enemies. When you cast a spell that affects an entire area, you can spend 3 sorcery points to force each creature in that area to make a Constitution saving throw against your spell save DC. On a failed save, they are poisoned for one minute. A poisoned creature must repeat the saving throw at the end of each of its turns, taking poison damage equal to your sorcerer level on a failed save and ending the effect on a success. Once you use this feature, you can’t do so again until you finish a short or long rest.
Previous Versions
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7/28/2021 12:11:13 AM
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