Sorcerer
Base Class: Sorcerer

Your innate magic comes from the power of  the fire plane.

Many with this power can trace their magic back to a near-death experience with a firestorm, but perhaps you were born during a roaring fire spree so powerful that folk still tell stories of it, or your lineage might include the influence of potent fire creatures such as phoenix or Efreeti. Whatever the case, the magic of the storm permeates your being.

Flame sorcerers are powerful spellcasters of an army. Their magic allows them to exert control over fire and unleashing devastating destruction. Their abilities also prove useful in repelling attacks by fiends, evocation wizards, and other fireborne threats.

Blazing Magic

Starting at 1st level, you can use a bonus action on your turn to cause sphere of fire and heat from elemental fire to briefly surround you, surrounding the area around you with embers of flame that cause creatures to be burned, expending a spell of 1st level or higher. Doing so allows you to emit a 30ft sphere of heat and flame, every creature of your choosing within that 30ft sphere needs to make a Dexterity save based on you spell save DC,  every creature that starts it's turn in the sphere repeats the save or if it enters this area,  until they leave of the sphere. Target creatures that failed take 2d6 fire damage that ignores fire resistance or take half damage if they succeed, the ability's damage increases an extra 2d6 of fire damage for each level of spell slot above 1st level expended.

Fire Speaker

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.

Starting at 1st level, your fiery nature changes your body in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Inferno Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Fire Magic
Sorcerer Level Spells
1st Faerie Fire, Hellish Rebuke
3rd Aganazzar’s Scorcher, Flaming Sphere
5th Fireball, Melf’s Minute Meteors
7th Sickening Radiance, Wall of Fire
9th Dawn, Flame Strike

Heart of Flame

At 6th level, you gain resistance to fire and radiant damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire or radiant damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire or radiant damage (choose each time this ability activates) equal to half your sorcerer level.

Fire Weaver

At 6th level, you gain the ability to control fire.

If your near a large source of fire, you can use an action to extinguish any fire near you up to a 10ft sphere centered from you. You can end this effect as a bonus action.

You can also use a bonus action each round to choose a direction that fire moves to at a 10-foot-radius square at a specific point. The fire moves up to 20ft that direction until the end of your next turn, leaving a trail of fire from the origin point to the end point and the trail used.

Burning Wraith

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to discharge a whip of fire onto the attacker dealing fire damage to the creature. The damage is equal to your sorcerer level. The attacker must also make a Dexterity saving throw against your sorcerer spell save DC. On a failed save, the attacker is blinded up to 1 minute, though at the end of there turn can reroll the save, ending the effect if succeeding.

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