Kobold Scale Sorcerer
Small humanoid (kobold)- Challenge
- STR
- −2
- DEX
- 2
- CON
- 2
- INT
- 0
- WIS
- −1
- CHA
- 2
- Soak
- 1
- Fort
- +3
- Ref
- +1
- Will
- +1
Draconic Ancestry. The kobold scale sorcerer has draconic ancestry. Choose one type of dragon from the Draconic Ancestry table.
Heart of the Dragon. If the kobold scale sorcerer is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect. If the effect is ended, it has advantage on its next skill check.
Scamper. When the the kobold scale sorcerer takes the Dash or Disengage action, it can move an additional 2 meters. It must end this movement in a space that’s not adjacent to any enemy.
Spellcasting. The kobold scale sorcerer uses Primal (cha) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will): burn, cauterize wound, control flames, produce flame
1 mana: ash fall, burning hands, continual flame, fiery rebuke, flaming weapon, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst, searing strike
Actions (1)
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.
Spells
Burn
As an action, you burn a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 1d6 fire damage and is burning 1.
On a critical failure, it takes twice as much damage and is burning 2.
On a success, it takes half as much damage and is burning half as much.
On a critical success, it takes no damage.
At higher levels
You can increase this spell’s damage by 1d6 and the burning level when you reach 9th level (2d6; burning 2) and 17th level (3d6; burning 3).
As an action, you sear the wounds of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is at full health, the spell has no effect on it.
On a failure, it takes 1d6 fire damage and can’t regain health until the end of its next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
You can increase this spell’s damage by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
As an action, you choose nonmagical flame that you can see within 10 meters and that fits within a 1-meter cube. You affect it in one of the following ways:
- You expand the flame 1 meter in one direction, provided that wood or other fuel is present in the new location.
- You reduce the flames on any object within the cube. If you use this twice, you can extinguish the flames on an object.
- You reduce the burning condition by 1 for a burning creature in the cube.
- You cause the flames on a burning creature in the cube to burn a bit brighter. The creature takes 1d6 fire damage.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).
At higher levels
This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).
5 minutes
As an action, a flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 1-meter radius and dim light for an additional 1 meter.
When you cast this spell, or as an action on a later turn, you can form the flame into a blade and swing it at a creature or hurl the flame at a creature within 5 meters. Make a melee or ranged spell attack against the target.
On a hit, it takes 1d10 fire damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the flame in your hand. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher levels
This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).
concentration, 1 hour/mana
As an action, ash falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured.
As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 2d6 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.
M (ruby dust worth 50 sp, consumed)
As an action, a flame, equivalent in brightness to a torch, springs forth from an object that you touch and lasts until dispelled. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
As a reaction, which you use when you are hit by an attack or missed by 4 or less, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.
On a failure, it takes 2d8 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.
concentration, 5 minutes/mana
As an action, a weapon you touch ignites in flames. For the duration, the weapon sheds bright light in a 2-meter radius and dim light for an additional 2 meters and deals an extra 1d4 fire damage.
Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.
Augment
You can increase the damage by 1d4 for each additional mana expended.
You can expend 1 additional mana to ignite an additional weapon you touch in flames.
As an action, flames wreathe a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 3d10 fire damage and is burning 3.
On a critical failure, it takes twice as much damage and is burning 6.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 3d10 and the burning level by 3 for each additional mana expended.
1 hour/mana
As an action, harmless flames race across your body. As an action, you can have the flames shed bright light in a 4-meter radius and dim light for an additional 4 meters. Additionally, you have resistance to fire damage, advantage on skill checks to end the burning condition, and ignore the effects of extreme heat for the duration.
Augment
You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Immunity. You can expend 2 additional mana so you are immune to fire damage.
Cold Resistant. You can expend 1 additional mana so you have resistance to cold damage.
Dampen Fire
As a reaction, which you use when you take fire damage, you gain resistance to fire damage until the start of your next turn.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes fire damage. The creature gains the resistance instead.
As an action, choose an area of nonmagical flame that you can see and that fits within a 1-meter cube within 10 meters. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. If a burning creature is in cube, the burning condition ends for it.
Fireworks. The target explodes with a dazzling display of colors. Each creature in a sphere twice as big as normal centered on that point must make a Fortitude saving throw.
On a failure, it is blinded and deafened until the end of your next turn.
Smoke. Thick black smoke spreads out from the target in a sphere twice as big as normal, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind (at least 30 kilometers per hour) disperses it.
Augment
You can increase the smoke’s radius by 2 meters for each additional mana expended.
As an action, a column of superheated air lifts you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.
On a hit, add 1d8 + your spellcasting ability fire damage to the attack’s damage roll and the creature is burning 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.
As an action, you hurl two bolts of fire at two different creatures or objects within 20 meters. Make a ranged spell attack for each bolt.
On a hit, it takes 2d6 fire damage and is burning 2.
On a critical hit, it takes twice as much damage and is burning 4.
On a miss by 4 or less, it takes half as much damage and is burning 1.
Augment
You can create one additional bolt that targets any creature within range for each additional mana expended.
As an action, searing flames bursts out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 3d6 fire damage and is burning 2.
On a critical failure, it takes twice as much damage and is burning 4.
On a success, it takes half as much damage and is burning 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 2d6 for each additional mana expended and the burning level by for every two additional mana expended.
Blazing Inferno. You can expend 1 additional mana so the flames around you are continuous. The duration changes to 1 minute/mana, concentration and the flames spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and the burning level is reduced to 1, additional augments to the damage increase the damage by 1d6 for every two additional mana expended and the burning level by 1 for each additional mana expended, instead of the normal increase.
As an action, make a weapon attack.
On a hit, add 2d8 + your spellcasting ability fire damage to the attack’s damage roll and the creature is burning 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.