Sorcerer
Base Class: Sorcerer


Your innate magic orginates from the elemental plane of fire, Perhaps you're family line had a gensai or possible even had a ancestor who made a deal with a Efreeti or Magmin. No matter the origin the fire's in your soul emanate with a raging inferno.

Inferno Sorcerers are able to exert there magic to control the fire their bloodline was birthed in even able to strike through the defensive's of their own kind.

Born in Flames

At 1st level, your fiery lineage granted you the power to speak the primordial.

In addition you also gain access to a knew spell called Armor of Belial

Armor of Belial

Level: 1

Casting time: 1 Action

Range: Self

Components: V, S, M (A cup of sulfur)

Duration: 1 hour

A protective magical force surrounds you, wreathing your body in a raging inferno that engulfs you and your gear

You Gain 5 Temporary hit points for the duration. if  a creature hits you with a melee attackj while you have these hit points, the creature takes 5 fire damage as the flames lash out at the attacker.

At higher level

When you cast this spell using a spell slot of 2nd level or higher,  both the temporary hit points and fire damage increases by 5 for each slot

Mark of Ignition

Starting at 1st level, you gain the ability to speak the ancient words of flames to mark a foe. As a bonus action, you can mark one creature of your choice that you can see within 60ft to be branded with the primordial symbol of fire imposing the following effects:

  • The Creature Sheds bright light in a 5ft radius and dim light for an additional 10 feet
  • The Creature takes extra fire damage equal to your half sorcerer level when you deal damage to with with a spell
  • You can spend 3 sorcery points to ignore a creatures resistance to fire for 1 minute at in addition at 14th level this turns a creature immunity to fire to resistance
  • Whenever the creature takes damage by one of your spells of 1st level or higher you can invoke the rune as your reaction to engulf target in flames dealing damage equal to the spells level plus your charisma modifier
  • Whenever a creature is dealt damage by the flame weapon created by the Blessing of the Efreeti you can spend your reaction or 3 sorcery points to deal a extra 2d6 fire damage to the target

You can use this feature Once per long rest, the number of uses increases to two at 6th level and 3 at 14th level

Blessing of the Efreeti

Beginning at 6th level you gain resistance to fire damage,

Additionally you may spend 2 sorcery points to forge a magical weapon made of pure fire for 24 hours, the wielder is proficient with it while you wield it. this weapon can be any martial or simple weapon that lacks the heavy or special property. you can give the weapon to a creature as a bonus action as you bind it to their soul for the duration allowing them to summon and de-summon it as a bonus action.

While you wield the weapon attack and damage goes off your charisma.

Elemental Transformation

At 14th level you can spend 6 Sorcery points as a bonus action to trasform yourself into a fiery elemental form, you gain the following benefits:

  • Speed increases to 50ft
  • Creatures that start there turn within 5ft of you take fire damage equal to your sorcerer level.
  • you can move through a space as narrow as 1 inch wide without squeezing.
  • You shed bright light in a 30-foot radius and dim light in an additional 30 ft.
  • Whenever you cast a spell that deals fire damage you deal a additional damage equal to your charisma modifier aswell as being able to move a additional 20 feet.
  • You gain the attack lava shot range 120ft 4d8 + charisma modifier fire damage.
  • You gain the attack lava slam 3d12 + charisma modifier fire damage.

Infernal Fortitude

You gain Immunity to fire Damage and your speed permanently increases by 10ft,

In addition you are also warm to the touch and comfortable in intense areas of hot and cold

Conflagration of the Aincents

Starting at 18th level

You erupt a great powerful flame that causes you to destroy anything in your path.

As a action you can spend 5 sorcery points to shoot a blast of fire towards a point creatures within 40feet of that point make a dexterity saving throw or take 10d10 fire damage on a failed save and ignites them dealing a extra 2d10 fire damage at the beginning of the creatures turn for 2d4 turns, on a successful save the creature takes half damage (doesn't half the burns damage)

Any creature that has your Mark of ignition on it has disadvantage on this save and takes extra damage to half your sorcerer level

You can use your meta magic to influence this attack

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