Base Class: Sorcerer
Seeing the unbridled power of a volcano inspires you, the terror, the majesty, the raw destructive might that shakes the very earth. These sleeping mountains hold secret to ancient magics. Only a scarce few find themselves in touch with this power. Those with the potential inside them, those who dare to rest their head near these silent impassioned giants, only they may awake the burning core within themselves.
Igneous Epidermis
Starting at 1st level, your skin becomes solid protecting you from harm. Your body may become glossy and smooth like glass, grow extrusive minerals or crystals, or appear stone like(choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.
Additionally, as a bonus action you can spend 1 sorcery point to enhance your Igneous Epidermis for 1 minute. For the duration your AC equals 13 + your Dexterity modifier + your Charisma modifier.
Rule Tip: AC Calculations Don’t Stack
When the game gives you more than one way to calculate your Armor Class, you can use only one of them. You choose the one to use. For example, if you have the Volcanic Might's Igneous Epidermis feature and the monk’s Unarmored Defense feature, you don’t mix them together. Instead, choose which one determines your AC.
Volcanic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Volcanic Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
| Sorcerer Level | Spells |
|---|---|
| 1st | Burning Hands, Earth Tremor |
| 3rd | Aganazzar's Scorcher, Blindness/Deafness |
| 5th | Erupting Earth, Fireball |
| 7th | Fire Shield, Blight |
| 9th | Cloudkill, Commune with Nature |
Viscous Flames
At 6th level, your connection to the fiery nature of volcanoes empowers your spells. When you cast any spell that deals fire damage, you may spend sorcery points to infuse the fire with the viscous nature of lava. A spell empowered in this way causes the target to ignite in flames. At the start of each of its turns it takes a number of d6 fire damage equal to the number of sorcery points spent. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Molten Core
At 6th level, you gain resistance to fire damage, and acid damage.
Additionally, you can use your reaction to deflect a spell that deals fire or acid damage when you are hit by a ranged spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your Sorcerer level.
If you reduce the damage to 0, you can catch the spell if you have at least one hand free. When you catch a spell in this way, you can spend 2 sorcery points to make a ranged spell attack with the spell you just caught, as part of the same reaction.
Sulfuric Smog
Beginning at 14th level, as an action you can spend 5 sorcery points to unleash a miasma of volcanic fog at a creature within 30 feet of you. For 1 minute the creature becomes sickly and loses any resistance or immunity to fire and poison and suffer the poisoned condition. This effect lasts for the duration or until you are incapacitated.
Fissure
At 18th level, you are able to pull magma from the planets core to the surface creating a massive fissure in the ground. As an action, you create a 60-foot line that is 10 foot wide of boiling lava. Each creature within this line must make a dexterity saving throw, taking 55 (10d10) fire damage on a failed save or half as much on a successful save. Any creature that starts their turn within the fissure takes 55 (10d10) fire damage. Any non-magical object that is not held or worn caught within this line is destroyed. The fissure lasts for 1 minute after which the lava cools and hardens. Additionally, while the fissure is active you have access to the following actions;
- As an action, you can manipulate the lava, throwing it at a creature or object within 10 feet of the fissure. Said creature must make a dexterity saving throw, taking 55 (10d10) fire damage on a failed save or half as much on a successful save.
- As a bonus action, you can spend 7 sorcery points to super-heat the fissure expanding its duration an additional minute.
Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to use it again.
Previous Versions
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