Sorcerer
Base Class: Sorcerer

On rare occasions, a child is born touched by Fire.  Whether it is the fires of The Hells, or the Sacred Flames of the Upper Realms, a child whose soul is touch by flame burns brighter than others.  Their power is violent, and those that survive into adulthood, often have the most destructive element at their command.  With the power to inspire hope, or condemn the world to smoldering ash, it is for the soul to decide.

Level 3: Stoke the Fires

Starting at 3rd level fire seems to obey your commands.  Just your presence can cause a candle to burn brighter, a campfire to grow in size.  The flames bow to your whims, and you begin to understand what you are capable of doing.

An attack that deals fire damage grows in power at your command.  Any dice roll of a 1 when attacking for fire damage can be rerolled, and the new value used for the total fire damage of the attack.

Level 3: Spellcasting

This allows for spellcasting beginning at Level 3 for this subclass

Level 3: Ignited Fire Spells

Starting at 3rd level, and when you reach a Sorcerer level specified in the Burning Spells table, you thereafter always have the listed spells prepared.

Ignited Fire Spells
Sorcerer Level Spells
3 Fire Bolt, Aganazzar's Scorcher, Heat Metal, Scorching Ray
5 Melf's Minute Meteors, Fireball
7 Fire Shield, Wall of Fire
9 Flame Strike, Immolation

Level 6: Consuming Blaze

At 6th level, your control over flame is growing in strength.  Its power fuels you and brings you new life.  Your attacks become more deadly, and the bitter cold does not harm you as it does others.

You gain resistance to Cold damage.  Each time one of your attacks does fire damage roll a d6, and add the value of that roll to the total fire damage rolled for the attack.  Likewise, each time an attack targets you for fire or cold damage, roll a d6.  Reduce the damage by the value of that dice roll.

The dice to roll increases by 1d6 at level 14 (2d6), and again at level 18 (3d6).

Level 14: Wreathed in Fire

Fire becomes your Herald.  Its fury cannot be contained except by your will.  Cinders and small ripples of flame sometimes flow over your skin and through your hair, and in the heat of battle, any creature that gets too close suffers the wrath of your flames.  Your body no longer feels the effects of flames and you also begin to see the world through the ebb and flow of the fires of the living rendering invisible objects visible to your eyes.

You gain Truesight out to 60 feet.

You gain the benefits of an constant Investiture of Flame:

  • You are immune to fire damage

  • During combat, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

  • You can use your action to create an eruption of flame to spread out from your body 25 feet in all directions. Each creature in that radius must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.

In addition you gain the ability to cast Fire Storm.  You can only cast this spell once, and cannot do so again until your complete a Long Rest.

Level 18: Unstoppable Inferno

Your power over Fire is absolute.  It answers your call, and obeys your every command.  All will lay in ruin should it defy your will.  Nothing can stand against your might, and there is no hiding from your eyes.

  • Your Truesight can now be utilized to a distance of 120 feet
  • When you use an attack that would cause fire damage, and the attack hits successfully, you can add a number of that attack's damage dice equal to half your proficiency modifier (round up) to the total dice roll.
  • You gain the ability to cast the spell Meteor Swarm once per Long Rest
  • If you are within 5 feet of a creature that is targeted for Fire damage, you can redirect the attack to yourself, and the intended damage can heal you, or grant you temporary HP if you have taken no damage, equal to half of the total damage roll of that attack.

Comments

Posts Quoted:
Reply
Clear All Quotes