Sorcerous Origin - Pyroclastic Bloodline (5e Subclass)
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Pryoclastic Bloodline is a sorcerous origin for sorcerers in 5th edition.
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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 increases 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 with either Fire, Lightning, or Thunder damage, you deal bonus damage equal to your sorcerer level of that same type. You must finish a Short or Long rest before you can apply this damage to the same creature more than once.
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.
Living Cataclysm
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.
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. By taking an hour to listen to the earth and expending 4 sorcery points, you can create simple objects and structures at the end of your meditation. The 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 in place. The object or structure cannot take up a space larger than a 40 foot cubed volume. You can spend another hour to refresh the time available on objects or structures created with this ability. If you the structures you create with this feature remain for 24 hours, they become permanent and no longer need to be refreshed.
Pyroclastic Flow
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.
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 an additional point of damage per foot. (2:1 large, 3:1 huge, 4:1 gargantuan) This can affect a creature once per turn.
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