Sorcerous Origin - Pyroclastic Bloodline (5e Subclass)
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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 From the Earth
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). In addition you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.
Pyroclastic Bloodline 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*|
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, you cannot use this replacement if the calculations for your AC already uses your Constitution modifier. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You start knowing the Mold Earth or Control Flames cantrip, these do not count against your cantrips known.
Crack The Earth
At 6th level, you can add your Charisma modifier to your initiative rolls. Additionally, you can strike with the force of an eruption. When you deal damage to a creature or object with either Fire, Lightning, or Thunder damage, you can spend 1 sorcery point deal to bonus damage equal to your sorcerer level of that same type to each creature or object damaged by that instance.
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 the effect to creatures you select within a 30 foot distance of you.
At 14th level, when you are struck with a melee attack, you can use your 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.
At 18th level, you may spend a sorcery point as a bonus action to grant yourself and creatures you select within 10 feet resistance to Thunder, Lighting, Fire, or Bludgeoning damage for one hour. Reactivating this ability changes the resistance granted.</br> When you damage a creature with a spell that deals Fire, Lightning, Bludgeoning, or Thunder damage, you can expend 2 sorcery points and force affected creatures 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 each size category above medium by an additional point of damage per foot. (2:1 large, 3:1 huge, 4:1 gargantuan) This can affect a creature only once per turn.