Base Class: Sorcerer
Boom boom fire
Flame Affinity
At 1st level, you can manipulate small flames, such as candles and torches. As a bonus action, you can light or douse a flame within 30 feet. Any flame lit this way gives off light for an extra 5 feet, but does not deal damage to objects or creatures. You also know the produce flame cantrip.
Heart of Fire
The power of the First Flame burns in your blood, empowering your spells and protecting you from the elements. At 1st level, you change the damage type of any of your spells to fire damage.
In addition, you have resistance to fire damage.
Heat of Battle
Starting at 6th level, when you hit a target with a spell, you can spend sorcery points to deal additional fire damage to that target. The extra damage is 1d6 per sorcery point spent, up to an amount equal to your Proficiency Bonus.
Additionally, if you roll a 1 on damage dice that deal fire damage, you can reroll that die. You must use the result of that new roll.
Spontaneous Combustion
At 14th level, your flames take on a life of their own. When you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker equal to 2d6 plus your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all spent uses after finishing a long rest.
Additionally you can use an action to light or douse all candles, torches, or any other object that could be lit in a single spark within 60 feet.
Ignited Spirit
At 18th level, you can use an action to spread the flame in your heart to hearts of your allies, increasing their vigor and resolve. For a number of rounds equal to Charisma Modifier, allies within 30 feet of you have advantage on saving throws against spells and their weapon attacks deal an additional 1d8 fire damage.
Once you use this feature, you must finish a long rest before you can use it again.
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