Sorcerer
Base Class: Sorcerer

Heat billows with your breath, your blood drips in flaming pools, your eyes glow fiercely; you are a blazing soul, destroyer. A blazing soul commands fire like no other, weaving its ephemeral chaos into great tapestries of might. Many are those who do not fear the flame, and you are their end, able to rend through even the sturdiest of defenses, magical and natural.

Your flaming soul manifests in a unique way, granting you one of the following quirks.

d6 Quirk
1 Smoke and red hot cinders puff from your mouth whenever you show strong emotion.
2 Small gouts of flame appear wherever your feet land. You can consciously keep this quirk from working.
3 When casting fire spells, your eyes glow orange.
4 If you look closely, waves of embers roll across your body.
5 Flames you create are blue. When you reach 10th level they grow white with intensity.
6 You can light small campfires and candles with a touch of your hand.

Converging Embers

At 1st level you cannot help but spread the embers of your power.

Once per turn, when you deal fire damage to a creature using a spell of first level or higher, the dying embers of your magic cling to them, hoping to feed. These embers last until the end of your next turn or until they are triggered. They are triggered by the creature taking fire damage, dealing an additional amount of fire damage equal to your sorcerer level.

Fiery Constitution

Once you reach 6th level, poisons and diseases will find purchase within your body especially difficult.

As an action, you can use 1 sorcery point to burn poisons (ending the poisoned condition on yourself) and diseases from your system, dealing 1d6 fire damage to yourself in the process. Additionally, you have advantage on saving throws made to resist being poisoned or resist contracting a disease.

Additionally, you gain resistance to fire damage.

Potent Embers

Beginning at 6th level, your flames melt through all but the most resilient of foes.

Whenever you cast a spell of first level or higher that deals fire damage, you can spend sorcery points equal to half its level rounded up (minimum 1 sorcery point) to bypass fire resistance for the spell, and empower your embers. Empowered embers strip fire resistance from an affected creature and last for 1 minute, or until triggered.

Explosive Pyroclast

Upon reaching 14th level even the most elementary of fire magic burgeons at your fingertips.

When you cast a spell that deals fire damage in an area, such as fireball, the area of the effect extends by 10 feet if it is a line or cone, or the radius extends 5 feet in the case of spells with a radius (for a total increase of 10 feet).

If you cast a spell that only targets one creature, creatures within 5 feet of them must make a Dexterity saving throw or suffer the spell's damage as it detonates in a 5 foot radius sphere.

Devouring Flame

At 18th level your fire eats through everything, even the hides of fiends and the scales of dragons.

When a creature is affected by your embers, they do not wear off after dealing damage, though they can only deal damage once between your turns. If a creature affected by your embers makes a saving throw against a spell you cast, you can use your reaction to end the effect of the embers, forcing the saving throw to be at disadvantage.

Additionally, when you deal fire damage with a spell, it treats immunity to fire as resistance instead of full immunity.

Previous Versions

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12/6/2023 6:38:27 PM
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