Sorcerer
Base Class: Sorcerer

Some magic users get their power from their lineage. In a way, that is what is going on with spellfire, but in other ways, it is not. It is a rare talent, but it is rarely passed down from generation to generation. It appears seemingly randomly, as a spark in the soul of its user. The user can simply sense and manipulate the raw essence of the weave around them in ways unavailable to most. This specialty is called spellfire.

Spellfire Resilience

Your experience with spellfire has granted you protection against its own forces. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you have resistance against fire damage.

Spellfire Beam

At 1st level, the raw magic of spellfire has infused itself within you, allowing you to destroy things directly with its power, without having to shape it into a spell. As a bonus action on your turn, you spend a spell slot of 1st level or higher to shoot a ray of fire from your eyes. Make a ranged spell attack roll against a target you can see within 60 feet of you. On a hit, the attack deals 2d6 fire damage. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and at 17th level (5d6).

When using a spell slot of 2nd or higher, this damage increases by 1d6 for each spell slot above 1st.

Beginning at 2nd level, you can spend 2 sorcery points to make this spell attack instead of spending a spell slot.

Spellfire Absorbtion

At 6th level, you gain the ability to absorb harmful magic cast against you and to store it as your own power. When you succeed on a saving throw against a spell, you can use your reaction to absorb the spell's magic. If you do, you gain sorcery points equal to the spell's level.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spellfire Endurance

At 14th level, your mastery over spellfire has grown so much that you can use it to heal your own wounds. As a bonus action on your turn, you can spend sorcery points to heal yourself. Spend any number of sorcery points. You regain 1d8 hit points for each sorcery point spent this way.

Crown of Fire

At 18th level, you have gained such a mastery of spellfire that you have mastered an ability coveted by many. Features, traits and spells you use to deal fire damage ignore resistance to fire damage. In addition, you can spend 10 sorcery points as an action to activate your crown of fire. For 1 minute, you gain the following benefits:

  • You gain a flying speed equal to your walking speed.
  • You have advantage on saving throws against spells and other magical effects.
  • You have resistance to all damage. If you already have resistance to a type of damage from another source, you gain immunity to that type of damage.
  • You can use your Spellfire Beam feature without spending a spell slot or sorcery points.

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