Base Class: Sorcerer
You were born within the sacred space of the Steinary, the nursery of the Gorons, an honor amongst outsiders. The raw elemental power of Death Mountain, along with your innate Gerudo magical affinity, has blessed with you a strong connection with the elemental world of Hyrule, specifically the domains of Fire and Earth. Some say it is a blessing of Din, others a gift from the colossal elemental force that is Death Mountain, and fewer others say a less useful/powerful elemental affinity, but it is yours all the same. Your spellcasting draws not from the laws and language of magic designed by Nayru, nor from a pact made with Deities or forces of greater power, nor even directly from the elements themselves, but more so from the power that courses through your blood granted to you by the circumstances of your birth.
Blessed Of Death Mountain Spells
You learn additional spells when you reach certain levels in this class, as shown on the Blessed of Death Mountain 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.
Blessed Of Death Mountain Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Absorb Elements, Hellish Rebuke, Searing Smite |
| 3rd | Scorching Ray, Flaming Sphere |
| 5th | Ashardalon's Stride, Erupting Earth |
| 7th | Fire Shield, Conjure Minor Elementals |
| 9th | Flame Strike, Transmute Rock |
Overclocking
Feeling the power of the flames of Death Mountain within you, you dig deep and refuse for your attacks to let up. When casting a spell using your spell attack bonus, you burn your inner energy to gain advantage on that spell attack. If casting a spell with a saving throw, you may burn your inner energy to force disadvantage on the saving throw made by the creature. You may use this once per day, with additional charges gained at 4th, 8th, 12th, and 16th levels. You may dig even deeper and push your body to its limit to use the feature more than the allotted times per day. If you use this skill more than your allotted times per day your body begins overheating and you take a level of exhaustion for each use beyond the allotted times, until you take a long rest.
Heart of Death Mountain
At 6th level, you gain resistance to fire damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire damage, an eruption of fire magic stems from you. The eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level.
Din's Fire
At 14th level, you summon the power of Din's Fury and as an action you punch the ground with an expanding shockwave of flame. Enemy creatures within 30ft of you must make a Dexterity saving throw or take 10d6 fire damage on a failed save and half as much damage on a successful one. Additionally, allies within 30ft of you receive 10d6 healing. You may only use this once per long rest.
Soul of Death Mountain
At 18th level, you gain immunity to fire damage.
Additionally, you are able to fly using highly concentrated bursts of flames from your feet. You gain a magical flying speed of 60 feet.
Soul of Death Mountain - Share
As an action, you can reduce your flying speed to 30ft for 1 hour and choose a number of creatures within 30 feet of you equal to 3+your Charisma modifier. The chosen creatures gain a magical flying speed of 30ft for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.