Sorcerer: Titian Heart origin
Titan Heart Sorcerer
Divine will produced the massive titans, ancestors of the the giants. As the children and creations of deities, titans are filled with magic so powerful that they require enormous forms to contain it. When a titan’s magic mixes with that of a sorcerer, there is a chance for the smaller being to gain the ability to channel the titan’s magic by altering their form. A burst of flame or surge of wind from a Titan Heart sorcerer commands fear and respect.
Ancient Knowledge. Starting at 1st level, you are proficient with martial weapons and can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Titan Manifestation. Also at 1rst Level You can physically embody your connection to titans for a short time as your form takes on aspects of the original Titans. As an action, you assume the form for up to 1 minute. It ends early if you are knocked unconscious or if you choose to end it early as a bonus action. While in this form, you gain the following benefits:
- Your size increases to Large.
- Your AC increases by 2.
- When you make a melee weapon attack, you can use Charisma, instead of Strength or Dexterity, for the attack and damage rolls.
- Your weapons and equipment grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.
- Your spells and melee weapon attacks deal double damage to objects and structures.
- You also know and can cast the blaze, cataclysm, daybreak, glacier, and quake spells as sorcerer spells. These are special primordial spells described at the bottom. You can use this feature twice. You regain both uses when you finish a long rest.
Primordial spells
are channeled by titans and passed down to those with a hint of their magical ability. Most humanoid spellcasters who attempt the spells fail with catastrophic results. Just as titans themselves are connected to ancient magic, sorcerers blessed with titan blood can grasp it for a moment when they grow to the size of a titan. You know and can cast the following spells while your Titan Manifestation feature is active.
Blaze
1st-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your body ignites in magical flames, leaving you and your equipment unharmed but burning those that approach you. When a creature gets within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it takes 1d8 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cataclysm
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 1d8 psychic damage and the target must make a Wisdom saving throw as crackling energy surrounds it. On a failed save, the target has disadvantage on the next attack they make before the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by 1d8 for each slot level above 1st.
Daybreak
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A tiny radiant sun appears above your head and fires a beam of energy toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire or radiant damage (your choice) and must succeed on a Constitution saving throw or be blinded until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Glacier
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
The moisture in the area coalesces and momentarily solidifies into a chunk of ice at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 1d12 cold damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw also has its speed reduced to 0 until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Quake
1st-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall prone. As an action, you can move the quake’s origin point to another spot within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius for the area of effect increases by 5 feet for each slot level above 1st.
Remove these ads. Join the Worldbuilders Guild
Comments