Origin Spells
When you choose this sorcerous origin, you gain access to the
following spells, which do not count against your spells known
but can only be cast once you reach the required sorcerer level.
Ashen Lineage Origin Spells |
|
Sorcerer Level |
Spells |
1st |
burning hands |
3rd |
heat metal |
5th |
fireball |
7th |
locate creature |
9th |
commune with nature |
11th |
circle of death |
Born of Ember
At 1st level, a thin layer of ash and charred wood begins to
coat your skin as you fight, engulfing you, yet allowing you to
blaze back to life with a vengeance. Whenever you are below
your hit point maximum, charred claws and fangs erupt from
your hands and mouth. While you have these claws, you can
use your bonus action to make a melee spell attack that deals
fire damage equal to 1d8 + your Charisma modifier. At 11th
level, the damage increases to 2d8 + your Charisma
modifier.
The first time after a long rest when you are
below half your hit point maximum, the
ash that coats your body infuses your soul,
granting you gain resistance to fire damage. This
lasts until you finish a long rest. At 14th level,
you gain immunity instead of resistance.
Additionally, you can speak, read, and write
Primordial, the language of elementals, and you
learn the produce flame cantrip.
Burning Fury
Starting at 6th level, the fire within you begins to
call directly to the Ashen Wolf, and it grants you
strength, either in honor of your ancestor or
in a twisted form of revenge. When you reduce
a creature to 0 hit points with an attack granted by
your Born of Ember class feature, the burning fury
empowering your attack surges through the creature, turning
its vital organs to ash and granting you temporary hit points
equal to twice your Charisma modifier.
Additionally, you can spend 1 sorcery point during your
turn when you are below half your hit point maximum to
cause the ash upon your skin to harden. Until the start of your
next turn, your AC is 17. This has no effect if your AC is equal
to or greater than 17.
Cinderwraith
At 14th level, your spark has grown to a flame, burning black
with dark power. Any time you would inflict fire damage, you
can choose to inflict necrotic damage instead, and vice versa.
Additionally, your ashen form allows you to move with
unnatural ease, disintegrating and reforming with each step
you take. You ignore difficult terrain, and you can move
through any space at least 6 inches wide without squeezing.
The Wolf’s Bargain
At 18th level, your strength has grown to surpass that of your
ancestor, and your power over the ancient and primal magics
of flame and ash is without peer.
As an action, you can spend 5 sorcery points to launch
yourself skyward in a pillar of fire and smoke before crashing
down at a location that you can see within 60 feet of your
point of origin, unleashing a hellish blast of fire and cursed
power at a creature within 5 feet of you. The target must make
a Wisdom saving throw against your sorcerer spell save DC.
The target takes 6d10 fire damage on a failed save, or half as
much damage on a successful one.
If the target is slain by this attack, it is consumed instantly
by flame, and the ashes coalesce into a hell hound. Hell
hounds summoned by this feature are elementals instead of
fiends. The hell hound obeys your orders without question
and acts during your turn. You can’t have more than two hell
hounds at a time from this feature. Creation of a third hell
hound destroys the oldest one still alive. Each hell hound
remains in your service until slain or until the third dawn
after it was summoned, at which point it disintegrates into
ash.
Once you use this feature, you can’t do so again until you
finish a long rest.
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