OGC:The Arcane Blaze (5e Subclass)
This material is published under the OGL 1.0a. |
The Arcane Blaze
Sorcerous origin Your innate magic comes not from feeling the call of the Blaze or being otherwise drawn to its majesty, but by being are touched by it in the core of your very existence. Your parent or parents may have been touched by the sun at a vulnerable moment, or you may have encountered the glory of the Blaze yourself at a young age. No matter the circumstances, the Blaze flows through your veins as no other can claim, and seeks to further its influence by your action.
Touch of the Blaze
Starting when you choose this origin at 1st level, the power of the Blaze radiates through you in every move and action you take. Whenever you make an ability check, you can choose use your Charisma modifier in place of a different ability modifier for that check. If the check is for a Charisma skill with which you are proficient, you can choose to double your Charisma bonus for that check.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Blood of the Blaze
The Blaze is as much a part of you as your own skin, and it bolsters your physical and mental being. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
In addition, any time you fail a saving throw to resist madness or psychic damage, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a short or long rest.
Tongue of the Blaze
Your words carry power, and any listeners must bow to your will. At 6th level, when you cast a spell that requires a Charisma, Intelligence, or Wisdom saving throw you can spend one sorcery point to impose disadvantage on the target’s saving throw.
Step of the Blaze
At 14th level, you gain the ability to transport yourself between physical fires. As a bonus action, you can enter a fire and move from it to another fire within 500 feet. Each fire must be at least the size of a torch, and once inside it you instantly know the location of all other fires of at least torch size within 500 feet. As part of the move used to enter the fire, you can either pass into one of those fires or step out of the fire you’re in. You appear in a spot of your choice within 5 feet of the destination fire, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the fire you entered.
The effect lasts up to 1 minute and requires concentration (as though you were concentrating on a spell). You can use this transportation ability once per round for the duration. You must end each turn outside a fire.
Once you use this feature, you can’t use it again until you finish a long rest.
Soul of the Blaze
At 18th level, you are immune to necrotic damage. In addition, any time a creature targets you with a spell or attack that would inflict necrotic damage, that creature must make a Charisma saving throw against your sorcerer spell save DC or be blinded for 1 minute. At the end of each of its turns, the blinded target can make another Charisma saving throw. On a success, the blinded condition ends.
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