Base Class: Sorcerer
Origin of Soulfire
They are few, these sorcerers, their eyes alight with knowledge no mortal was meant to possess.
Soulfire, they call it. Raw power that blazes through their veins, as beautiful as it is deadly. To witness it is to see creation and destruction dance as one, to feel the very air crackle with possibility.
This is no gift freely given. Each spell comes at a cost, every burst of flame fueled by the caster's own essence. They are burning themselves from the inside out, sacrificing their very souls for moments of godlike power.
Some would call them mad. Others would name them visionaries. But in the end, they are simply desperate souls, willing to risk everything for a taste of the divine.
And as they weave their devastating magic, setting the world ablaze with dreams and nightmares made real, one can only wonder: when the last ember of their soul finally gutters out, what will be left behind but ashes and regret?
Soulfire Adept
As your will of fire has just been ignited, your soul burns with flames, with pure willpower. At 1st level, you gain the power to expand upon your abilities.
Resilience:
As a bonus action, you can expend a number of hit die up to your Constitution modifier, (minimum of 1), and gain a number of sorcery points equal to the number expended. You gain 1 sorcery point for every hit die expended.
Kindling:
When casting a sorcerer spell of 1st level or higher, you may take 4 hit points of damage per spell slot level to enhance it, increasing one damage die size (e.g., d6 to d8), to a maximum of 1d12, or you may choose to increase the spell's duration by half its initial duration time.
The damage die size function fails should you cast Chaos Bolt or spells that functions similar to it, (I.E not initial Damage Type), and you expend the spell slot and take the allotted damage.
Additionally, you learn additional spells when you reach certain levels in this class, as shown on the Soulfire Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Soulfire Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Mage Armor, Absorb Elements |
| 3rd | Flame Blade, Scorching Ray |
| 5th | Fireball, Life Transference |
| 7th | Wall of Fire, Death Ward |
| 9th | Immolation, Greater Restoration |
Cleansing Fire
Starting at level 6, your will of flames only gets stronger, enlightening those around you.
When you empower a spell that deals fire damage with Kindling, you may choose for it to remove one of the following status conditions: Charmed, Blinded, Frightened, Petrified or Paralyzed effects. You may apply this effect to a number of creatures affected by this spell equal to half your proficiency modifier.
Additionally, you gain resistance to Fire damage.
Sundered Soul
Starting at level 14, rather than enlightening your friends with your burning willpower, you gain the choice to envelop your foes with your wrath.
As an action, you can release a burst of soulfire that deals fire damage to all creatures, including yourself, within 20 feet. The damage equals your Sorcerer level, and reduces the target's maximum HP score. Each target that fails a Charisma saving throw against your spell save DC is also Paralyzed until the end of your next turn as your Soulfire breaks their very spirit.
You are immune to both the Paralyzed condition and maximum HP deduction inflicted by Sundered Soul.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 8 sorcery points to use it again.
Deliverance of Ash
Starting at level 18, the flames have entirely consumed your soul, replacing it with inner-fire. You cannot be targeted by soul-altering effects. So long as there is a a stored vial of your fire, you can be revived without the material cost.
You gain immunity to Fire damage. Additionally, when you deal fire damage to a creature that is immune to fire, you treat that immunity as resistance instead.
Previous Versions
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