Sorcerer
Base Class: Sorcerer

Inferni are Grisha of the Etherealki Order. They can manipulate fire by gathering combustible particles of substances like methane or hydrogen, but they need a spark to start the fire.

When you take this path, all other Sorcerer spellcasting abilities are negated. The only spells you can use are spells provided by your Grisha abilities. Any Sorcerer abilities that correspond with spells, like metamagic, now apply only to Grisha ability-provided spells. 

Command Temperature

When you choose this subclass at level one you can now spend one action at any time in order to increase the temperature of an object that you can see, up to the boiling or melting point of that object. You can not increase the temperature of gases. 

Command Fire

When you choose this subclass at level 1, you gain the ability to if there is any source of fire nearby you, you can spend one Small Science point in order to condense combustible gases nearby it and start a fire. While that fire is active, you can command it freely, and move it around with your powers, or expand it. You can do this with only a spark if necessary. 

Small Science Points

When you choose this subclass at level 1, you start off with four Small Science points which can be used to manipulate some of your Grisha abilities. Small Science points are regained at the end of an encounter, or every ten turns

At level 4 you gain 4 more Small Science points. 

Small Science Points increase again at level 8 you gain 4 more Small Science points.

Small Science Points increase again at level 12, you gain 4 more Small Science points. 

Small Science Points increase again at level 16, you gain 6 more Small Science points

 

Command Inferno

Beginning at level six you gain the ability to, by spending two of your Small Science points and using an action, cast one of the spells below. There must be a source of fire nearby to use this ability, and the spell will come from that source of fire when cast. 

1. Fire Bolt

2. Fireball

3. Burning Hands

You can also expend one of your Small Science points in place of a reaction, and cast Hellish Rebuke. 

 

 

 

Apex Command, Command Wildfire

When you reach level 18 you gain the ability to cast a special spell. By spending ten Small Science points and an action, fire bursts out from you in an unstoppable wave, burning through buildings and people, starting a wildfire of incredible proportions. The wildfire is exceptionally hungry, consuming any and all oxygen near it. You can manipulate this fire and bend it to your will. Smoke clogs the air, and everyone except for you in the fire's area has difficulty breathing. 

The fire lasts for three hours, or until you are knocked unconscious or killed. 

Command Star Fire

Beginning at level 14 you gain the ability to spend four Small Science points and cast Star Fire. You invoke a supernova that crushes nearby opponents with unrelenting force. Upon casting this spell, a 60-ft radius sphere of intense flame forms at a point within range. All creatures inside the sphere must make a Dexterity saving throw. On a failed to save, a creature takes 8d6 fire damage and is restrained by extreme gravity; however, they take only half damage and get pushed outside the sphere on a successful save. Beginning on the next round, the sphere implodes, causing an overwhelming magical explosion. Creatures that failed the initial Dexterity saving throw take 20d6 Force damage with no saving throw, while creatures that passed the initial save - in addition to creatures within 60ft of the sphere's edge - must make an additional Dexterity saving throw, taking 16d6 Force damage on a failed save, and half as much on a successful one.

Command Meteors

Beginning at level 18 you can now spend seven Small Science Points in order to summon meteors from the sky. Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 15d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

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