Sorcerer
Base Class: Sorcerer

“Flame, dear flame… I give you my all, and you waver and falter. Meh heh heh… From the start of time, flame allowed man to flourish. And even now, he devises new fiery arts. But…His reason makes him doubt flame. And so we waver…and falter… The power of flame, power of the gods… In the end, it is all beyond our reach. And so, flame allures us, and we attempt to harness its power. Flame, dear flame…” -Steady Hand McDuff

Your soul is infused with the power of the eternal flame. You might trace your lineage to an entity from the plane of fire, or perhaps you were exposed to its burning energy and transformed by it.

The power of the eternal flame casts a strange pall over your physical presence. The spark of life that sustains you burns, as if it struggles to lash out to consume all that draws near your soul.

Flame Sorcerer Quirks

At your option, you can pick from or roll on the Flame Sorcerer Quirks table to create a quirk for your character.

d6

Quirk

1

You are always warm to the touch

2

People see dancing flames in your eyes.

3

You don’t bleed, instead when you are injured, light smoke billows out of your wounds.

4

Harmless embers drift off you when you move.

5

Flames seem to drift towards your direction when you are near them.

6

Your hair looks like it is on fire when you are angry.

Eternal Flame Magic

You learn additional spells when you reach certain levels in this class, as shown on the Eternal Flame Spells table. Each spell counts as a sorcerer spell for you, but doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Eternal Flame Spells

 

Sorcerer Level

Spells

1st

Burning Hands, Hellish Rebuke, Produce Flame

3rd

Aganazzar’s Scorcher, Flaming Sphere

5th

Fireball, Melf’s Minute Meteors

7th

Wall of Fire, Elemental Bane

9th

Flame Strike, Conjure Elemental

Flame Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Additionally, you can imbue a weapon with the power of the eternal flame. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Additionally, you can use that weapon as a spellcasting focus for your sorcerer spells. This benefit lasts until you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Revel in Flames

Beginning at 14th level, you can unleash the flames hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • Carthus Beacon. You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover. Fire seems to pour from your eyes.
  • Flame On. You gain a flying speed equal to your walking speed and can hover. As you fly, your body is consumed in harmless flames.
  • Flash Sweat. You gain immunity to fire damage. Embers rise off your body in waves.
  • Profuse Sweat. You gain advantage on Constitution saving throws. Light shimmers across your body like a flame.
  • Iron Flesh. You gain resistance to bludgeoning, piercing, and slashing damage. Your body takes on a hardened coal look.
  • Power Within. Any spell, attack, or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage. Steam pours off your body.
  • Carthus Flame Arc. Your weapons deal an additional 1d6 fire damage. Flames wreath your weapons and arms.

Flame’s Rebirth

At 18th level, the eternal flame within you allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of flaming energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes fire damage equal to 2d8 + your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

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