Sorcerer
Base Class: Sorcerer

You have been born with the very rare ability known as Spellfire. Unlike Silver Fire, which is blessed to one by Mystra, you have a natural connection to the Weave and the Raw Magic beyond it. Spellfire allows users to absorb spells cast at them and break them down to raw magic to be stored and used for their magic. It is unknown how many wander the world with this spark within them, as most hide this fact to protect themselves from those who would use them for nefarious uses.

When used for protection and healing, Spellfire takes the form of silver light, often mistaken for Silver Fire. When used for absorption, Spellfire turns blue, reminding those old enough of the all-consuming fires of the Spellplague. When used in battle, it takes on the form of radiant blue-white flames, destroying targets with raw magic.

Spellfire Magic

3rd-level Spellfire Sorcery feature

As shown in the Spellfire Magic Spells table, you learn additional spells when you reach certain levels in this class.  Each spell counts as a Sorcerer spell for you, but it doesn’t count against the number of Sorcerer spells you know.

Spellfire Magic Spells
SORCERER LEVEL SPELLS
3rd Burning Hands, Cure Wounds, Aid, Scorching Ray
5th Counterspell, Dispel magic
7th Otiluke's Resilient Sphere, Wall of Fire
9th Immolation, Mass Cure Wounds

Silver Flame Protection

3rd-level Spellfire Sorcery feature

The Spellfire that flows within you energizes and enhances your vitality. Your Hit Point maximum increases by 3 and increases by 1 whenever you gain another Sorcerer level.

Your affinity with Spellfire also covers you in protective threads of the Weave. This can manifest as silver flames during strong emotional moments or silver threads that permeate your clothing. While you aren't wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Blue Flame Absorption

6th-level Spellfire Sorcery feature

You can now absorb and store raw magic taken from spells within yourself. In its stored form, this magic is called a Spellfire Charge.

You can store maximum Spellfire Charges equal to your Proficiency Bonus. Whenever you finish a long rest, your number of Spellfire Charges resets to one. As a Reaction, you can spend one Sorcery Point to gain Advantage on saving throws against spells and other magical effects, plus Resistance to magical damage until the start of your next turn. During this time, whenever you take magical damage or succeed on a saving throw against a spell or other magical effect, you gain one Spellfire Charge as you absorb that magic. You gain one Spellfire Charge if you end a short rest with no Spellfire Charges.

When you damage or restore Hit Points with a Sorcerer spell, you can spend a Spellfire Charge to deal extra magic damage or healing to that target. The additional damage or healing equals half your Sorcerer level.

White Flame Sorcery

14th-level Spellfire Sorcery feature

When you cast any spell of 1st level or higher from your Spellfire Magic feature, you can cast it by expending a spell slot as usual or spending several Sorcery Points equal to the spell’s level. Casting the spell using Sorcery Points requires no verbal or somatic components and no material components unless the spell consumes them.

Crown of Fire

18th-level Spellfire Sorcery feature

Your mastery of Spellfire has opened a rare and powerful ability known as the Crown of Fire.

You can spend 8 Sorcery Points as a Bonus Action to summon a magical halo of Spellfire. While the crown is summoned, you gain the following benefits for 1 minute:

- You gain a magical flying speed of 60 feet.
- The Crown of Fire bestows the effects of an Antimagic Field.
- You gain one Spellfire Charge at the beginning of your turn as you absorb magic around you instead of suppressing it.
- The spells cast using Sorcery Points through the White Flame Sorcery feature are unaffected by the Antimagic Field.

Once you use this feature, you cannot use it again until you finish a long rest.

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