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Ashen Lineage

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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