Sorcerous Origin - Pyroclastic Bloodline (5e Subclass)

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Author: Gr7mm Bobb (talk)
Date Created: 31Jul2015
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Pryoclastic Bloodline is a sorcerous origin for sorcerers in 5th edition.

Pyroclastic Bloodline

The blood of the earth pulses within you. Your appearance changes as your tie to the earth manifests in a dramatic way. The skin along your elbows and brow become rough as bits of obsidian protrude from beneath. Your eyes shine like hot coals as sparks of lightning dance beyond them. Your blood has thickened and shines as lava when spilt and quickly cools and hardens. In states of high emotion your hair almost seems to glow and your scars and injuries shine as molten cracks.

Forged in Fire

The arcane magic you command is infused with the primal blood of the earth. You can speak, read,and write Primordial (in the Ignan or Terran dialects). Your ties to the primal elements let you choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.

Pyroclastic Bloodline Spells

Sorcerer Level Spells  
1st Thunderwave, Earth Tremor* 
3rd Maximilians Earthen Grasp*, Pyrotechnics* 
5th Meld into Stone, Erupting Earth* 
7th Elemental Bane*, Stoneshape 
9th Conjure Elementals, Transmute Rock*

*Elemental Evil

Volcanic Legacy

At 1st level the initial signs of your power surge forth. When calculating your armor class, you may use your Constitution modifier in place of your Dexterity modifier. Your hit point maximum increases by 1 and increase by 1 again whenever you gain a level in this class. You start knowing the Mold Earth or Control Flames cantrip.

Crack The Earth

At 6th level you can add your Charisma modifier to your initiative rolls. Additionally you strike with the force of an eruption. When you deal damage to a creature for the first time in combat, you deal your choice Fire, Lightning, or Thunder as bonus damage equal to your sorcerer level.

Walk the High Road

At 6th level you've become adapted to the harsh environments that dwell upon the mountains. You become acclimated to high altitudes, including elevations above 20,000 feet. You’re also adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. You can ignore the negative effects of smoke and ash filled air and you may extend effect to creatures you select within a 30 foot of you.

Living Cataclysm

At 14th level when you are struck with a melee attack, can used reaction to deal Lightning, Fire, or Thunder damage equal to your sorcerer level to the creature that triggered this effect. The attacker Must succeed on a Strength saving throw, DC equal to your sorcerer spell save DC, on a failure the creature is pushed in a straight line 20 feet away from you.

Terraforming

At 14th level you can feel the pulse of the earth as your connection to it deepens. The earth moves for as you would flex a great muscle. You can cause unworked rock, stone, and earth to move to your will. As an action, you may expend 2 sorcery points to gain an burrow speed of 20 feet, you do not leave behind a tunnel if you choose not to. This feature last as long as you maintain concentration, up to 1 minute. By taking an hour to listen to the earth and expending 4 sorcerer points, you can create simple objects and structures at the end of your meditation. Thee reshaped earth stays that way for a number of hours equal to 1/2 your Sorcerer level before returning to their base shape or crumbling to dust. The object or structure cannot take up a space larger than a 20 foot cubed volume. You can spend another hour to refresh the time available on objects or structures created with this ability. By expending sorcery points you can gain tremorsense for 1 minute, this tremorsense has a radius of 10 feet per sorcery point spent.

Pyroclastic Flow

You gain a burrow speed of 30 feet, you do not leave a tunnel behind unless you choose to. You may spend a sorcery point at any time to grant yourself and creatures you select within 15 feet resistance to Thunder, Lighting, Fire, or Bludgeoning damage for 1 hour. Reactivating this ability ends the previous effect.

When you damage a creature with a spell that deals Fire, Lightning, Bludgeoning, or Thunder damage you can use your bonus action to force the creature(s) to make a Strength saving throw equal to your Sorcerer spell save DC. On a failed save the creature is pushed 1 foot for every point of damage, away from the source of the effect and is knocked prone. The amount of damage required to push a larger creature is higher. For every size category above medium an additional point of damage per foot. (2:1 large, 3:1 huge, 4:1 gargantuan).



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AuthorGr7mm Bobb +
ClassSorcerer +
Identifier5e Subclass +
RatingUnrated +
SummaryThe blood of the earth runs through you. +
TitleSorcerous Origin - Pyroclastic Bloodline +