Base Class: Sorcerer
Your innate magic comes from the power of elemental fire. Many with this power can trace their magic back to a near-death experience caused by a horrible fire, but perhaps you were born under a burning sun so powerful that folk still tell stories of it, or your lineage might include the influence of potent fire creatures such as elementals or dragons. Whatever the case, the heart of the flame permeates your being.
Pyromancers are invaluable members of an army. Their magic allows them to exert control over the battlefield. Their abilities also prove useful in dealing with the unfortunate weakness that flesh, wood and metal have to fire.
Flame Tongue
The arcane magic you command is infused with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Enraged Flame
Starting at 1st level, you can use a bonus action on your turn to cause whirling motes of elemental fire to consume you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to teleport up to 10 feet without provoking opportunity attacks.
Flame Core
At 6th level, you gain resistance to fire and cold damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire damage, elemental flame erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level.
Heart of Fire
At 6th level, you gain the ability to subtly control the fire in your heart.
You can create fire to cauterize your wounds. When you cast a spell that uses a spell slot and deals fire damage, you heal an amount equal to 1d4 per expended spell slot level + your spellcasting modifier.
You can use a bonus action to extinguish, reduce, or heighten a fire. When the flame is reduced, the amount of light it gives off is cut by half. When you heighten a fire, the light it gives off is doubled, and any creatures within 10 feet of the light must make a Dexterity saving throw against your Spell Save DC or take 1d6 fire damage, or half as much on a success. Additionally, you can use a bonus action to light a flame while holding something flammable, such as a piece of tinder or a bonfire.
Flame's Rage
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Spirit of the Sun
At 18th level, you gain immunity to fire and cold damage.
You can choose for flames to propel you, giving you a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
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