Admiral Xytan 1
2015-12-13, 01:04 PM
As you can see, I just joined the site, so I'm not exactly sure how everything works, so I hope I put this in the right spot. I've prowled the forum for a while and read every strip of OOTS; I just haven't made an account until now.
I really like to create stuff for my games, be they magic items, cool NPC's, or new subclasses. This is a subclass I took a shot at after I got the Sword Coast Adventurer's Guide. It's a new Sorcerer Origin, based around Elemental Fire instead of Storm. As some of you may be able to tell by the names of the features, this subclass was also inspired by the Sunsinger Warlock from Destiny (which I am fairly obsessed with right now, and am working on converting a lot of items from Destiny to D&D 5e).
Anyway, I wanted to post this here so you guys can look at it and comment and help me refine because I am sure that it's going to need some tweaking to make it balanced, but I just can't bear to rip apart my creation unless other people tell me it needs to be done. So, here it is:
Fire Origin Sorcerer
Your innate magic comes from the power of elemental fire. Perhaps you were born near a node of elemental fire, or are the descendant of a being with great power over the element of fire or a connection the Elemental Plane of Fire. Whatever the case, the magic of the inferno permeates your being.
Fire Sorcerers are masters of aggressive combat-oriented magic, incinerating their foes with the power of the raging blaze that burns inside them.
Fire Speaker
The arcane magic you command is infused with elemental fire. You can speak, read, and write Prinordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)
Blazing Magic
You add your Charisma modifier to the damage inflicted by your single-target fire spells.
At 6th level, your fire spells ignore fire resistance.
At 10th level, you add your Charisma modifier to the damage of all of your fire spells.
Fire Origin Spells
You learn the following spells at the corresponding levels, and they do not count against your number of spells known.
Sorcerer Level Spells
1st create bonfire, control flames, fire bolt, scorch
3rd agnazzar’s scorcher, scorching ray
5th fireball, flame arrows
7th wall of fire
9th immolation
11th investiture of flame
13th delayed blast fireball, fire storm
Fire Heart
At 6th level, you gain resistance to fire damage. If you would gain resistance to fire damage from another feature or spell, it becomes immunity to fire damage.
When you cast a fire spell of 3rd level or higher, you regain a Sorcery Point.
Radiant Skin
Starting at 6th level, you can, as a bonus action, cause bright light to emanate from you for up to a 20-foot radius, with dim light emanating from an additional amount equivalent to the bright light’s radius.
Blazing Fury
At 14th level, when you are hit by an attack, you can use your reaction to cast a fire spell that you can cast at-will at the attacker.
Radiance
At 18th level, you gain the following benefits:
You gain a magical flying speed of 60 feet.
Whenever you spend Sorcery Points on Metamagic for a fire spell, the cost is reduced by 1 (to a minimum of 1). You can use one additional Metamagic option when you cast a fire spell. (What do you all think of this? I'm not particularly attached to it, so if you think I should cut it, I will. It just occurred to me and I wanted to see what everyone thought.)
Your Radiant Skin now also deals 1d10 fire damage to creatures who come within 5 feet of you or start their turns there. While it is active, nonmagical damage that you take is reduced by a number equal to your Charisma modifier.
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As a final note, the spell "Scorch" in the spell list is not a spell in the rulebooks. It's a spell I'm going to finalize at a later date, and is meant to be a touch fire cantrip.
With that said, I look forward to everyone's feedback.
I really like to create stuff for my games, be they magic items, cool NPC's, or new subclasses. This is a subclass I took a shot at after I got the Sword Coast Adventurer's Guide. It's a new Sorcerer Origin, based around Elemental Fire instead of Storm. As some of you may be able to tell by the names of the features, this subclass was also inspired by the Sunsinger Warlock from Destiny (which I am fairly obsessed with right now, and am working on converting a lot of items from Destiny to D&D 5e).
Anyway, I wanted to post this here so you guys can look at it and comment and help me refine because I am sure that it's going to need some tweaking to make it balanced, but I just can't bear to rip apart my creation unless other people tell me it needs to be done. So, here it is:
Fire Origin Sorcerer
Your innate magic comes from the power of elemental fire. Perhaps you were born near a node of elemental fire, or are the descendant of a being with great power over the element of fire or a connection the Elemental Plane of Fire. Whatever the case, the magic of the inferno permeates your being.
Fire Sorcerers are masters of aggressive combat-oriented magic, incinerating their foes with the power of the raging blaze that burns inside them.
Fire Speaker
The arcane magic you command is infused with elemental fire. You can speak, read, and write Prinordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.)
Blazing Magic
You add your Charisma modifier to the damage inflicted by your single-target fire spells.
At 6th level, your fire spells ignore fire resistance.
At 10th level, you add your Charisma modifier to the damage of all of your fire spells.
Fire Origin Spells
You learn the following spells at the corresponding levels, and they do not count against your number of spells known.
Sorcerer Level Spells
1st create bonfire, control flames, fire bolt, scorch
3rd agnazzar’s scorcher, scorching ray
5th fireball, flame arrows
7th wall of fire
9th immolation
11th investiture of flame
13th delayed blast fireball, fire storm
Fire Heart
At 6th level, you gain resistance to fire damage. If you would gain resistance to fire damage from another feature or spell, it becomes immunity to fire damage.
When you cast a fire spell of 3rd level or higher, you regain a Sorcery Point.
Radiant Skin
Starting at 6th level, you can, as a bonus action, cause bright light to emanate from you for up to a 20-foot radius, with dim light emanating from an additional amount equivalent to the bright light’s radius.
Blazing Fury
At 14th level, when you are hit by an attack, you can use your reaction to cast a fire spell that you can cast at-will at the attacker.
Radiance
At 18th level, you gain the following benefits:
You gain a magical flying speed of 60 feet.
Whenever you spend Sorcery Points on Metamagic for a fire spell, the cost is reduced by 1 (to a minimum of 1). You can use one additional Metamagic option when you cast a fire spell. (What do you all think of this? I'm not particularly attached to it, so if you think I should cut it, I will. It just occurred to me and I wanted to see what everyone thought.)
Your Radiant Skin now also deals 1d10 fire damage to creatures who come within 5 feet of you or start their turns there. While it is active, nonmagical damage that you take is reduced by a number equal to your Charisma modifier.
-----
As a final note, the spell "Scorch" in the spell list is not a spell in the rulebooks. It's a spell I'm going to finalize at a later date, and is meant to be a touch fire cantrip.
With that said, I look forward to everyone's feedback.