Base Class: Sorcerer
Your magic comes from the power of torches. You like doing non-spellcaster things like long jumping and punching, and stupid things like playing the game of torch ring. You like torches.
Athletic
You are adept at punching and jumping. When you attempt a long jump, you cover an additional distance equal to twice your charisma modifier, and when making an unarmed strike, you use charisma, instead of strength, for the attack or damage rolls.
Torchery
Torches are fun. You can use a torch as a spellcasting focus. I’m addition, you know the fire bolt cantrip, and when you cast it, it uses d12 damage dice instead of d10s.
Torch Ring Empowerment
Starting at 6th level, torch ring helps you regenerate. When you are hit by a torch during the game of torch ring, you take no damage and instead regain hit points equal to the damage dealt. In addition, you have resistance to fire damage, and your sorcerer spells ignore resistance to fire damage.
High Torchery
Starting at 14th level, you have learned much of the art of torchery. While holding a torch, you have immunity to fire damage, and your long jump distance and unarmed damage is doubled.
Torchery Master
At 18th level, you’ve mastered the art of Torchery. As an action, you can create a storm of torches, which bombard a creature of your choice that you can see within 120 feet of you. That creature must succeed on a Dexterity saving throw, taking 12d10 fire damage on a failed save, or half as much damage on a successful one. This damage ignores resistance and immunity. In addition, you gain 6d6 temporary hit points. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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