Base Class: Sorcerer
The elemental sorcerers of Mereth’Adrona are more proficient with magics attuned to a specific elemental force (earth, air, fire, water) than Sorcerers of other bloodlines. Indeed, these sorcerers develop powerful specific abilities based on the element that has infused their bloodline.
Emberblood
You, or your ancestors, have been infused with magical power by an Fire elemental. You are capricious and curious. Always seeking, moving, hungry. You are vibrant, alive, and strong. You burn bright, but you must beware, lest you burn so hot that your flame consumes itself!
As a Child of Fire, your bloodline grants you the understanding of the Primordial tongue. You can speak, read and write Primordial. Furthermore, you double your proficiency bonus for CHA checks involving elementals.
Flame Kissed
As magic flows through your body, it causes the physical traits of your elemental infusion to emerge. You exhibit faint, but telltale features that hint at your sorcerous origin. Your flesh is always hot, even in chill air. You move swiftly, can leap great distances, and when excited, angry, or spellcasting, you emanate heat waves from your body and sometimes even smoke!
At 1st level, your Dexterity score increases by 1 point. Also, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class. You double your jumping distance, and you gain your Charisma modifier as a bonus to Initiative. Additionally, you are Resistant to Fire. Your elemental magic, more so than the other Elemental Sorcerers, has a weakness however. Water is your bane. You have Vulnerability to Cold and your elemental abilities cannot be used while submerged in water. Lastly, you know the Flame Whip cantrip. This spell does not count as one of your Known Spells.
Elemental Affinity
By 6th level, as you travel along your path of elemental mastery, you have discovered certain elemental affinity abilities, deeper understandings of the elemental power that permeates your body. These affinities imbue you with an abiding magical ability. Choose one option from the list below.
Devil's Whip
Your Flame Whip lashes out at your command toward a creature in range, which is now extended to 60'. Make a melee spell attack against the target. If the attack hits, the creature takes 1d10 fire damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The spell's damage increases by 1d10 when you reach 4th level (2d10), 10th level (3d10), and 16th level (4d10).
Flaming Wave
Your Flame Whip now lashes out at your command defensively. A living wave of fire lashes out at a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d10 fire damage, and if the creature is Large or smaller, you push the creature 10' backwards in a straight line.
The spell's damage increases by 1d10 when you reach 4th level (2d10), 10th level (3d10), and 16th level (4d10).
Searing Whip
Your Flame Whip now lashes out at your command with white-hot intensity toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d10 + your Charisma fire damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The spell's damage increases by 1d10 when you reach 4th level (2d10), 10th level (3d10), and 16th level (4d10).
Shroud of Flame
You have learned to surround yourself with a super-heated cloak of living flame (as a bonus action). This swirling, fiery storm shrouding you provides an AC equal to 13 + your Charisma modifier. Additionally, it provides you with immunity to Fire damage, and resistance to ranged attacks. Sadly, flames are hungry and indiscriminate. When your Shroud of Flame is active, it causes Fire damage equal to 1d8 + your Charisma modifier anyone within a 10' radius.
Leaping Flames
By 6th level, you have developed a keen understanding of fire, how it moves, and how its power moves you. Your base walking speed increases by 10. As well, the dance of fire has infused you. In battle, you sway side-to-side, twirling in and out of contact with your foes, the fire itself your dance partner. Add your Charisma modifier to your AC. Additionally, add 1 to your Initiative.
Immolate
At level 14 you have made a deep connection with the element of fire. You have discovered how to channel the Elemental Plane of fire through self-immolation, an explosion of white-hot fire and fury that affects a 30' radius. This ability, while powerful and deadly like fire, comes at a price. Upon immolating yourself, you suffer Psychic damage equal to 2d10 + your Charisma modifier. This is the cost of power.
The effect on your surroundings is immediate and dramatic. Damage is dealt in three waves. All creatures within a 30' radius must make a Constitution Saving Throw to take half-damage. All creatures within a 10' radius of you suffer fire damage equal to 8d10 + your Charisma modifier. All creatures within a 20' radius of you suffer fire damage equal to 6d10 + your Charisma modifier. Lastly, creatures within a 30' radius of you suffer fire damage equal to 4d10 + your Charisma modifier. This ability can only be used once per Long Rest.
Forged in Fire
At 18th level, your bond with the Elemental Plane of Fire has become so strong that you are able to open a gateway to it and summon forth a denizen to serve you. The Fire elemental will obey you as per the spell Conjure Elemental, with the exception that it does not require concentration. This means you do not risk loosing control of the Elemental. This Elemental will serve you for one hour, until it is reduced to 0 Hit Points, or you dismiss it. This ability is available once per long rest.
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Posted Feb 18, 2021No