Sorcerer
Base Class: Sorcerer

Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.

Wielders of spellfire tend to be adventurous souls with penchants for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others prioritize the realization of their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the Anauroch Desert to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are often courted by factions with interests in the arcane arts, such as the Harpers and the Cult of the Dragon.

Level 3: Spellfire Magic

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.

When you reach a Sorcerer level specified in the Spellfire Magic table, you thereafter always have the listed spells prepared.

Spellfire Magic Spells
Sorcerer Level Spells
3 Cure Wounds, Hellish Rebuke, Lesser Restoration, Scorching Ray
5 Counterspell, Dispel Magic 
7 Fire Shield, Wall of Fire
9 Greater Restoration, Mass Cure Wounds

Level 3: Spellfire Burst

When you spend at least 1 Sorcery Point as part of the Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn. 

Bolstering Flames: You or one creature you can see within 30 feet of yourself gains temporary hit points equal to 1d4 plus your Charisma modifier. At 14th level, you add your Sorcerer level to the temporary hit points gained from Bolstering Flames.

Searing Flames: One creature you can see within 30 feet of yourself must succeed on a Dexterity saving throw against your spell save DC or take 1d6 Fire or Force damage (your choice). The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Level 6: Absorb Magic

You can absorb the magic of the world into yourself. As a magic action, while touching a magic item that has charges, you can drain a number of charges equal to your Charisma Score to gain 1 Sorcery Point per charge absorbed in this way. Any magic item whose charges have been fully drained by this ability become nonmagical.

When you successfully end a spell or magical effect with a Counterspell or Dispel Magic spell that you cast, you regain 1d4 Sorcery Points.

Level 14: Improved Absorb Magic

Your control over raw magic intensifies, granting you additional benefits. When you succeed on a saving throw against a spell or magical effect, you regain 1d4 Sorcery Points. 

In addition, you can now store a number of additional Sorcery Points equal to 1+ your Constitution Modifier. These additional Sorcery Points are lost after a Long Rest.

Level 18: Crown of Fire

As a Bonus Action, you can manifest the crown of fire, which appears as a halo of spellfire around your head. You gain the following benefits for 1 round. You must expend 1 Sorcery Point each round at the beginning of each of your turns (no action required), or lose the effect of the Crown of Fire. Once you use this Bonus Action, you can’t use it again until you finish a Long Rest unless you spend 7 Sorcery Points (no action required) to restore your use of it.

Antimagic Field. The Crown of Fire bestows the effects of an Antimagic Field centered on you. The spells and abilities you cast are unaffected by this effect.

Burning Life Force. Once per turn when you are hit by an attack roll, you can expend a number of Hit Dice, up to a maximum equal to your Constitution modifier (minimum of one). Roll the expended dice and reduce the amount of damage from that attack equal to the total rolled plus your Sorcerer level.

Daylight. You gain the effect of the Daylight spell originating from the crown in a 60-foot Emanation.

Flight. You gain a magical flying speed of 60 feet and can hover.

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