Climate Caster (5e Subclass)
<Climate Caster>[edit]
Sorcerer Subclass
Climate Casters draw their power from the extreme forces of nature. These sorcerers possess a unique connection to the elemental planes of fire and ice, allowing them to weave both scorching heat and biting cold into their magic. Legends tell of Climate Casters who could turn a summer's day into a winter's night with a mere flick of their wrist.
Born with the innate ability to balance and manipulate these opposing forces, Climate Casters are often seen as unpredictable and formidable adversaries. Their presence on the battlefield can swiftly shift the tide of combat, as they unleash devastating firestorms or chilling blizzards upon their foes. With eyes that reflect the flicker of flames and the shimmer of frost, these sorcerers embody the relentless power and beauty of the natural world.
Climate Caster Spells Starting at 1st level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Climate Caster Spells table. These spells count as sorcerer spells for you, but they don't count against the number of sorcerer spells you prepare.
1st-level
- Ice knife
- burning hands
3rd-level
- Hold person
- flaming sphere
5th-level
- Fireball
- flame arrows
7th-level
- Fire Shield
- ice storm
9th-level
- Hold Monster
- Cone of cold
Thermal Control
As a Climate Caster, at 1st-level you can channel your magical energy to swap the damage type of your spells. When you cast a spell that deals fire or cold damage, you can choose to have it deal the opposite type instead. For example, a Fireball can deal cold damage or a Cone of Cold can deal fire damage.
Reactive Conversion At 6th-level when an ally within 60 ft of you deals or takes fire or cold damage, you can use your reaction to absorb some of that energy. If the damage is cold, you can regain hit points equal to half the total damage dealt, and a +2 AC until the end of your next turn. If the damage is fire, you can add your charisma modifier to the damage of the next fire damage spell you cast, the targets and anyone within 5 ft of the targets makes a dexterity saving throw or is knocked prone.
Thermic Adaptation At 14th-level you can tap into the well of thermal energy within you and adapt your form to suit your needs. As an action, you can spend 4 sorcery points and change your form into either trailblazer, or glacial body. This lasts for 10 minutes or until you dismiss it as a bonus action
Trailblazer: you transmute your form into a speeding blitz of fire, you gain a bonus to your speed and saving throws equal to your charisma modifier, you also gain a bonus to your spell damage that equals your charisma modifier. As a brighter and easier target you receive a -2 to your AC and a vulnerability to cold damage.
Glacial body: you transform your body into a bulwark of ice, you gain a bonus to your AC and temporary hit points equal to your charisma modifier, you also double your Charisma modifier for spell attack rolls. As your frigid body is heavier, you receive a -5 to your speed and vulnerability to fire damage.
Climate Control At 18th-level your command over fire and ice reaches its peak. As an action, you can create an area of extreme elemental energy in a 60-foot radius centred on a point you can see within 120 feet. For 1 minute, you can choose one of the following effects:
Inferno: The area is engulfed in flames. Each creature of your choice that starts its turn in the area or enters it for the first time on its turn must make a Dexterity saving throw against your spell save DC, taking 5d10 fire damage on a failed save and are knocked prone, or half as much on a successful one. Additionally, the area becomes difficult terrain.
Blizzard: The area is filled with freezing wind and snow. Each creature of your choice that starts its turn in the area or enters it for the first time on its turn must make a Constitution saving throw against your spell save DC, taking 5d10 cold damage on a failed save, or half as much on a successful one. Additionally, the area is heavily obscured, and creatures in the area have their speed halved.
Once you use this feature, you can't use it again until you finish a long rest.
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