Sorcerer
Base Class: Sorcerer

Those whose souls have been branded by the unrelenting heat of the Elemental Plane of Fire are brought to this world, unknowing of their insatiable, destructive power. Most use there fire to wreak havoc across the world, some kindle their flame into a warm hearth for others. But there are those who have the potential to control the two fragile sides of the fire within. The ability to harness the powers of the Sun and the Elemental Plane of Fire, of healing and destruction, are entitled to be called, Blazeborn.

Invigorating Embers

At 1st level, you can invoke gentle green flames that erupt from your fire-based spells (DM's desecration), healing your allies. Not all fire burns and consumes life, but instead, preserves and births new life.

Whenever you cast a fire spell that has an area of effect (Fireball, Wall of Fire, Flaming Sphere, etc.) while an ally is in the area of effect and if they succeed a DC 10 Constitution Saving Throw, they heal for half of the damage dealt. If fail, they take half damage. If the spell has combined elemental damage (flame strike, deals fire and radiant), this feature will not work.

Whenever you cast a fire spell that is an attack (Firebolt, Scorching Ray, etc.) on an ally, they must succeed a DC 10 Constitution Saving Throw. If they fail, they take normal damage. If they succeed, they heal for half as much damage rolled + your sorcerer level.

This feature can heal constructs that are not mostly made of wood or stone.

This feature only works for both methods if the spell is cast at its base level.

Primordial Magic

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Primordial Flame Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Sorcerer Level

  Spells

1st

Fire Bolt, Control Flames, Burning Hands

3rd

Continual Flame, Flaming Sphere

5th

Fireball 

7th

Fire Shield, Wall of Fire

9th

Flame Strike, Immolation

Searing Conflagration

At 6th level, you learn to evoke the fiery, chaotic power within you and release it in a blossom of smoldering heat around you.

Whenever you cast a spell that deals fire damage, you gain a stack of Overheat, maxing out at 3 stacks. Each stack gives you a +1 to hit and damage rolls for spells. Once you reach 3 stacks of Overheat, you may use a Bonus Action to expend 2 Sorcery Points to go into a state of Overheating Conflagration. The Overheat stacks last until the end of a battle. Once you've expended 2 Sorcery Points in this way, you now radiate with such immense heat that anything around you that is flammable, burns up. You also gain the following benefits:

  • All creatures within a 10ft. radius around you instantly take 2d6 fire damage, rolling the damage every time at the the start of a creature's turn, while they're within the radius
  • You are also now emitting 15ft of bright light and an additional 10ft. of dim light
  • Lasts for 1 minute

 You can also increase the length and strength of Overheating Conflagration by forgoing the stacking process and instead use an Action to expend 5 Sorcery Points to go into Complete Conflagration. If you were already in the Overheating Conflagration state, then the cost is 2 Sorcery Points instead of 5 and is a Bonus Action. You also gain the following benefits:

  • You add your Charisma Modifier to all damage rolls that deal fire damage
  • You gain resistance to fire and cold damage
  • Your radial burn increases to 3d6 fire damage 
  • You are now emitting 25ft. of bright light and an additional 20ft. of dim light. This light can now pierce through a Darkness spell of 3rd level or lower.
  • Lasts for 10 minutes

You keep your bonuses from your stacks throughout both states. You may only go into Complete Conflagration once per Long Rest.

Solar Harness

At 14th level, you are understanding how to manipulate your chaotic flames, combining it with the most of the sun, into an aura of regenerative warmth or a deadly ray of destruction. You can do one of the following on your turn:

Solar Blessing:

As an action, you can spend 1 Sorcery Point to ignite the air around you with regenerative green flames. You choose 3 targets in a 30ft. radius around you and they heal 1d4 + half of your Sorcerer level for 3 rounds. You can expend an additional Sorcery Point to give them either fire or cold resistance, lasting as long as the healing.

Solar Flare:

As an action, you can spend 1 Sorcery Point to spontaneously combust the air around a point you see within 60ft. All creatures within a 20ft. sphere centering on the point within range must make a Dexterity Saving Throw equal to your Spell Save DC. On a fail, they take 5d6 fire damage and are pushed away from you by 10ft and are knocked prone. If they succeed, they take half damage, are not pushed back, and not knocked prone. You may expend an additional Sorcery Point to cause the explosions to leave behind a dark opaque cloud as big as the blast radius. This smoke stays for 1 round or until dispersed by a wind faster than 10mph (DM's discretion).

Blazeborn

At 18th level, you are now truly connected to the elemental plane of fire, even rivaling the power of some of the beings who reside within that realm, specifically, embodying the most ancient fire elemental: The Phoenix. You gain an immunity to fire and, cold that lasts for 1 minute, cannot be combined with the Searing Conflagration states. You must use an Action and 1 charge to embody the creature. You have 2 charges. You also gain the following benefits while in this form:

  • Elder Elemental: Phoenix
    • +2 damage to individual rolls that are fire damage (stacks with Overheat)
    • +2 to AC (Fire Feathers)
    • Blaze Run: You take flight in a straight line, spraying down pure molten lava out of your hands in a 40 ft. line that is 10 ft. wide. Creatures that are caught in it must make a Dexterity Saving Throw equal to your Spell Save DC or they take 10d6 fire damage. Creatures that succeed take half damage. Uses half of your flying speed. You may do this twice, resetting every time you enter this form.
    • You gain 40 + your Sorcerer Level as Temporary Hit Points. 
    • Flying Speed of 60ft.

When you are in this form and you drop to 0 hit points, you can rise again with full health and regain Sorcery Points equal to your Charisma Modifier at the start of your next turn, no action required. You may only do this if you've offered a tribute to a Phoenix within the Elemental Plane of Fire.


You regain all expended charges after a Long Rest.

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