Sorcerer
Base Class: Sorcerer

This angel gives you gifts over time. If it seems that you are ready it will give you more gifts. Mostly about fire and reports to Kossuth, the fire lord. With the gifts, you must obey it and do what it asks of you. 

Ophanim’s Gift

Pick one Gift from the list below:

  • Wings of Fire
  • Emblaze
  • Fire fist
  • Overdrive

 

Wings of Fire:

Level 1: As a bonus, you can create magical wings of fire, you have a flying speed of 15ft and lasts until you dismiss it

Level 6: Your flying speed is now 40ft and can attack creatures behind you with the wings(+5 to hit and 3d8 fire damage)

Level 14: Flying speed is 45ft and the wings are a +10 to hit and 6d8 fire damage

Level 18: Flying speed is 50ft, wings +12 to hit and 8d8 fire damage, and can throw a fire projectile with the wings 100ft range +10 to hit and 7d8 fire damage and 1d8 bulldogging damage

 

Emblaze:

Level 1: As a bonus action you can set your clothes emblazoned in fire (not burning) and you gain resistance to fire damage and you can cast firebolt as an action and you shoot 2 of them it lasts 1 minute 

Level 6: Your melee attacks gain another 1d6 fire damage 

Level 14: instead of firebolt you can cast fireball without a spell slot +2d6 fire damage and mele adds 3d6 fire damage

Level 18: you can cast fireball twice using a action and without a spell slot and mele does an extra 4d6 fire damage and you can Emblaze as a free action

 

Fire Fist:

Level 1: As an action, you can summon a big magical fire fist that can hit up to 2 creatures, the fist is 20 feet wide and has a range of 50 feet going in a straight line doing 2d6 fire damage

Level 6: Your fist is now 30ft wide and can hit up 4 creatures and has a range of 60 feet and does 4d6 fire damage

Level 14: Fist is 40 feet wide and can hit up to 6 creatures and range is 70 get and does 6d6 fire damage

Level 18: 50 feet wide and can hit 10 creatures and range is 100feet and does 8d6

Overdrive: 

Level 1: you can create a sphere of powerful fire magic that burns all creatures in its path. As an action, you can create a sphere centering from you 20 feet doing 1d6 fire damage to any creature in the radius

Level 6: the sphere is 30 feet doing 3d6 fire damage

Level 14: 40 feet range and doing 6d6

Level 18: 60 feet range and does 8d6 fire damage

Gift of ancient power

All fire spells from your list(not from the subclass list) does an extra 2d6 fire damage and you can cast the spell "Holy fire" without material components and without a spell slot once per long rest.

Gift of Creation

When you get this feature you create once a magical weapon that counts as an arcane focus(if you have an arcane focus then it morphs into the new one) this magical weapon is one the DM chooses that you can attune and can are proficient in.  

As a ritual once per long rest for 2 hours, you can add one of these features to the weapon: 

  • You can make a weapon count as magical
  • make it a +1(only once)
  • make yourself proficient in it
  • add +1 to the hit modifier
  • a ranged weapon +10 to the range(can stack)
  • on mele weapons, the mele range increases by 5

While creating a magical weapon the time and cost is halved, same with making spells

Gift of the Spirit

As an action, you can spend a sorcery point to create a fire spirit this spirit is a little ball of fire that floats around you, it has an AC of 15 and 1HP. You can have at most 10 spirits on the field and the spirit's power can stack but once a spirit is killed, the power from it is stoped(must keep track of each sprit and their buffs). After an hour the spirit dies  As a bonus action you can make the spirit do one of the following:

  • Make the spirit empower you adding 1d6 psychic damage to all spells and attacks
  • Make the spirit heal you, helping 1d4+2 at the start of each of your turn(if this goes over your Max HP it goes into your Temp HP)
  • Make the spirit buff you, you gain +3 AC
  • Make the spirit make you healthier, you gain 10 HP(If this goes over the Max HP then it goes into your Temp HP)
  • Make the spirit make you resistant, you chose what you become resident to
  • Make the spirit make you blood crazy, if an enemy has less than their Max HP then you have advantage to hit
  • Use the spirit as a focus for the spell Fireball at level 5 for no components or spell slot(1 sorcery point and the spirit is consumed)
  • You can use a sorcery point to add +1 to AC and 10 temporary HP
  • Make you have 2 reactions this turn
  • Decrease the time needed to use things(1 action becomes a bonus action and bonus action becomes a free action) but can only use 1 free action
  • You gain 1 extra action this turn
  • You can cast the shield spell without using a reaction and you gain +10 AC instead of +5
  • Empower your effects, all of your effect of spells(anything other than damage) is double
  • Luck, you gain the Luck feat for the duration of the spirit(if you already have the feat you gain 3 more luck points)
  • You can kill 5 spirits and create a banner, each friendly creature 30ft of the banner can gain one of the buffs(you chose one while creating the banner) and for instant buffs, you must kill 10 spirits and each round you gain that buff

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