Burning Soul Origin (5e Subclass)

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Burning Soul Origin[edit]

Sorcerer Origin

lucas-torquato-inflame-09-2019-small.jpg
Inflame by Lucas Torquato

Sorcerer's from the burning soul origin are born with the innate ability to control flames. They can be descendants of some magical race with those capabilities, such as having the blood of red dragons, or maybe a Efreet heritage. Others gain these powers due to being touched by the elements at very young age; for example by being born in a place ravaged by the fire of evocation magic, or by growing up in a region on the material plane that has connections trough the primordial plane of fire. And finally, some have awakened minds, and can tame the flames trough the use of their innate psychic powers.

Regardless of origin, these sorcerers tend to be feared. The magic in sorcerers is often revealed in moments of great duress, when a young sorcerer is overcame by emotions, and release its magic for the first time. In the case of flaming souls, this can be a moment were their lives are being threatened, or they are in great pain, rage or filled with passion. This sudden burst of fire magic can leave a destructive results, and is not uncommon that these poor souls must carry the weight of accidental murder on their backs.

Shaped Magic

At 1st level, learn how to transmute any type of magic you know into fire magic. Whenever you learn a spell or cantrip that causes damage, you can choose to learn a fire version of that spell. That version of the spell causes fire damage, instead of its normal damage.

You gain one of these spells at 1st level, and gain another at 6th, 14th and 18th level. Whenever you gain a new shaped magic, you can replace one of the shaped magic you know for a new one.

Flame Control

At 1st level, you can use your Action to channel destructive flames trough your sorcery. Choose either an area of 10-foot radius, 30-foot by 5-foot line, 15-foot cone, or choose a creature in a point you can see within 120 feet. All creatures in the area or the chosen creature must succeed on a Dexterity saving throw, or take fire damage equal to your Sorcerer level, or half as much damage on a successful one.

Whenever you cast a spell that has a similar area and causes fire damage, you can spend one use of this feature to change its shape for one of the areas described above.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

At 3rd level, while you have no uses available, you can spend 2 sorcery points to use this feature again.

Burning Jet

At 6th level, you can use your bonus action to shoot a burst of flames that propels you to the air and increases your speed. When you do so, until the end of your turn, your movement speed is doubled, and you gain a flying speed equal to your movement speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. while you have no uses available, you can spend 1 sorcery point to use this feature again.

Mantle of Flames

At 14th level, you are engulfed by an aura of fire. As a bonus action, you can summon a mantle of flames that radiates 10 feet from you for 1 minute. For the duration,y ou shed bright light in the area and dim light 10 feet beyond the area and you can choose one of the following benefits:

Burning Aura. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or catches fire, taking 1d6 damage on a failed save, and must succeed on a Constitution saving throw at each of its turns, taking 1d6 fire damage on a failed save, for 1 minute. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
Protecting Aura. You and any creature in the area gain resistance to fire and cold damage for the duration.
Blue Flames. Your flames assume a bluish tonality, and for the duration ignore resistance to fire damage and treat immunities as resistance.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 sorcery points to create it again.

Burning Soul

At 18th level, you reach your true potential and can control flames like no other. You gain the following benefits:

Improved Control. When you use your Flame Control, you can spend 1 sorcery point to augment its shape and power. The areas of the effects increase to 60-foot cone, 90-foot by 5 feet line, 20-foot radius in a chosen point within 150 feet or a 30-foot radius around you.
Heightened Flames. You add your Charisma modifier to the damage of any cantrip that causes fire damage.
Empowered Flames. When your Mantle of Flames is whenever you cause fire damage to a creature with a spell or ability, you cause additional damage equal to your Charisma modifier. If the spell or effect target multiple creatures, you must choose one to be affected.
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