Smoke Conduit (5e Subclass)
From D&D Wiki
Conduits are people who are born with the power to harness natural elements to perform a variety of mischief. Smoke Conduits disable thier enemies, and are fairly hard to kill (for a sorcerer).
- Smoke Step
Starting at 1st level, as a bonus action on your turn, you can teleport up to 10 feet. You can do this a number of times equal to your Charisma modifier + 1. You regain expended uses at the end of a short rest.
Starting at 1st level, you learn the Fire Bolt cantrip (If you already knew it, choose a different sorcerer cantrip to learn). When you hit an enemy with Fire Bolt, they must make a Constitution saving throw against your spell save DC. On a failure, they subtract half your Charisma modifier (round up) from any attack roll, Ability check or Saving throw they make until the end of your next turn.
- Fire Absorbtion
Starting at 6th level, you become resistant to fire damage. Additionally, whenever you take fire damage, you regain 1 sorcery point.
- Clinging Smoke
Starting at 14th level, you may have a creature make a Constitution save against your spell save DC when you teleport through them. On a failure, they subtract half your Charisma modifier (round up) from any attack roll, Ability check or Saving throw they make until the end of your next turn. Whether they succeed or fail, they take 1d4 Fire damage.
- From The Ashes
Starting at 18th level, Once when you are reduced to 0 HP, you can choose to recover 2d10+Your Constitution Modifier HP. You regain the ability to do so when you finish a short or long rest.