Base Class: Sorcerer
Your innate magic stems from the confluence of the elemental planes of earth and fire, which merge and separate within your soul. You or one of your ancestors has come into contact with the elemental magics which churn and cool – at times dormant and quiet, but on occasion explosive and powerful. The calmness of earth and volatility of fire are constantly at war within you – which can be channeled for either creation or destruction.
Voice of the Caldera
The arcane magic that you command is infused with elemental fire and earth. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, Terran.
You also have advantage on any Charisma checks for interactions with creatures native to the Earth or Fire Elemental planes.
Volcanic Sorcery
Your command of earth and fire magic begin to meld together. Whenever you cast a spell that does either bludgeoning or fire damage, you can opt to have the spell do its normal damage or 50% bludgeoning damage and 50% fire damage.
Magma Defense
Starting at 6 level, your body begins to take on the character of heated or cooling magma. At the end of a long rest you can gain resistance to fire damage (heated magma) or bludgeoning damage (cooling magma). The resistance lasts until you use this feature again.
Elemental Movement
Beginning at 14 level, you gain movement abilities based on your current Magma Defense form. Additionally, as an action, you can spend 5 sorcery points to switch between forms.
Heated Magma: You can partially liquefy your form and flow through a space as narrow as 1 inch wide without squeezing. You can also move through the space of another creature as if moving through difficult terrain. You cannot end your turn in the same space as another creature. Additionally, as a bonus action you can spend 2 sorcery points to ignite your form until the start of your next turn. While ignited, a creature that touches you, hits you with a melee attack, or whose space you move through takes 1d10 fire damage.
Cooling Magma: You gain a burrow speed equal to your walking speed. You also gain the Earth Glide ability – if traveling through unworked earth and stone, you don’t disturb the material through which you move. Additionally, as a bonus action, you can spend a sorcery point to harden your form until the start of your next turn. While hardened, you are immune to poison damage and the petrified or poisoned condition, and have advantage on any saving throw or ability checks against forced movement or being knocked prone.
These elemental movement forms can be used a number of times per long rest equal to your proficiency bonus.
Living Volcano
Starting at 18 level, as a bonus action, you can magically transform yourself into a living volcano. While in this form, you have immunity to fire and bludgeoning damage, and resistance to all other damage except psychic. You gain vulnerability to cold damage. If you take cold damage while in this form, you must make a concentration check (as if concentrating on a spell). Failure on this check forces you back into your normal form.
Waves of heat and sulfurous smoke radiate out from you. The area in a 30 foot radius around you counts as difficult terrain and the area around you is heavily obscured for all creatures except yourself. (Any creature that can see through magical darkness can also see through the smoke). Any creature that enters within 30 feet of you or begins its turn there takes 3d8 fire damage (CON save for half).
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
Volcanic Magic
You learn additional spells when you reach certain levels in this class, as shown on the Volcanic 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.
1 Absorb Elements, Earth Tremor, Control Flames OR Mold Earth
3 Flaming Sphere, Earthen Grasp
5 Erupting Earth OR Melf's Minute Meteors, Protection from Energy
7 Stone Shape, Fire Shield
9 Conjure Elemental (Earth or Fire only), Flame Strike OR Transmute Rock OR Wall of Stone
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