Sorcerer
Base Class: Sorcerer

Flame sorcerers, sometimes called pyromancers, are forces of nature, being as fierce and as malleable as the flames they command Though less versetile than their storm sorcerer bretheren and not as resilient as those of draconic bloodlines, their destructive power is unmatched.

Pyromancy

Your magic is fire incarnate. At 1st level, you gain fire spells that don't count against the number of sorcerer spells you can learn. You learn the cantrip produce flame in addition to the spells on the table.

Pyromancy Spells
Level Spell
   
1 Chromatic Orb(Fire Only)
3 Heat Metal
   
5 Ashardalon's Stride
7 Wall of Fire
   
9 Immolation
11 Flame Strike
   

 

Overbearing Cinders

As magic flows through your body, it causes physical traits of your flaming soul to seep through you bolstering your endurance. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of scale-like burns. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Flame Affinity

At 1st level, your innate ability to project fire into the world allows you to spend a sorcery point to add 1d6 fire damage to any damaging spell that does not already deal fire damage. If this is used on a spell that naturally deals fire damage, then it additionally ignores fire resistance and treats fire immunity as fire resistance. This damage increases to 1d8 at 5th level, 1d10 at 8th level, and 1d12 at 12th level.

Heart of the Pyre

At 6th level, you gain resistance to fire damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire damage, incendiary magic erupts forth from your body. This eruption causes a number of creatures of your choice, up to your Charisma Modifier, within 10 feet of you to take damage equal to half your sorcerer level

Blazing Aura

At 10th level you gain the ability to subtly control heat and fire around you. This can be used to light a candle, heat up food, or similar actions.
You can use an action to dramatically increase the temperature in a 15 foot radius sphere centered on you, this requires concentration. If you take cold damage while maintaining this effect you have disadvantage on the Constitution saving throw to maintain this effect. Excluding you, creatures within the sphere must make a Constitution saving throw against your spell save DC for every minute they are in the sphere. On a failed save they gain a level of exhaustion, up to exhaustion level 3. Due to the oppressive heat, creatures within the sphere have disadvantage on melee attacks against you, and you have advantage on intimidation checks against them. The radius of the sphere can be extended to 30ft by consuming a sorcery point. This effect lasts for up to 5 minutes. After 5 minutes, the effort to exude such heat for so long causes you to suffer a level of exhaustion and the effect ends.
You can dismiss this effect with a bonus action. This can only be used once per short or long rest.

Flaming Soul

Starting at 14th level the fiery energy within you grows restless and vengeful. In the face of danger, it surges outward to preserve you in a fiery roar. As a bonus action, you magically wreathe yourself in the swirling fire that fuels your soul, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 60-foot radius and dim light for an additional 60 feet.
  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
  • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
  • If you are reduced to 0 hit points, you can use your reaction to draw on the spark of fueling your cindered soul and detonate. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to your sorcerer level + double your Charisma modifier. After using this trait you exit your Flaming Soul Form

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

Arch-Pyromancer

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Flaming Soul feature, you gain additional benefits:

  • You have a flying speed of 60ft and can hover.
  • You have immunity to fire damage.
  • If you use the last feature of your Flaming Soul, that feature deals an extra 20 fire damage to each creature.
  • When your Flaming Soul feature begins, you gain 1d4 Sorcery Points which last until that feature ends.

Previous Versions

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2/8/2024 2:48:16 AM
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