Base Class: Sorcerer
Your bloodline gives you the connection to draw power from the elemental planes of fire. Its chaotic energies are infused into your very being. Whatever the cause, a shard of the immortal flame dwells within you.
That power is a mixed blessing. It grants you incredible power that dances at your very fingertips with glowing authority. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
Many have been consumed by the tempting nature of the fire, and only a few have fully mastered controlling such a volatile element. The raw energy that rages within you can influence your actions, reactions, and even the ambient environment around you. Inferno Sorcerers can be extremely powerful allies and can change the tide of a bad situation, however, they are often feared for their uncontrollable, reckless nature and reliance on destructive magic that usually puts them there in the first place.
Quirks: (d6)
- You are always hot to the touch, and your clothing is always lightly singed or carries small burn holes.
- You feel an almost addiction-like satisfaction from casting fire spells and look for any excuse to do so.
- When you experience strong emotions, such as anger or fear, flames unconsciously begin to dance across your skin.
- You absentmindedly ignite small fires that quickly sputter out once you become conscious of them.
- You are hotheaded, brave and impulsive, often to the point of recklessness.
- Your skin is cracked like lava-rocks, your irises glow like embers, your hair is alit like a bonfire, or you have some other physical trait that very visibly betrays your connection to fire.
Searing Magic
Starting at 1st level, you have attuned to elemental fire magic. When you cast a cantrip that deals fire damage, add your charisma modifier to the damage.
Additionally, you learn the empowered produce flames cantrip, and the burning hands spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by expending a spell slot as normal, or by using 1 sorcery point.
Wildfire Surge
.While your innate connection to fire allows you to master it easily, other magic is difficult for you to control, and can unleash surges of untamed magic. Immediately after you cast a a cantrip or spell that does not deal fire damage, nor involves fire or light in any way, you must roll a d20. If you roll a 10 or lower, roll on the Wildfire Surge table to create a random magical effect. This affect may happen in addition to the original spell, or may take affect in place of it.
Wildfire Surge Table (d100)
| 01-02 |
You teleport 25 ft. to the left of your location. A trail of fire appears from your starting position to your teleported position. This fire lasts for 3 rounds, and any creature that starts or ends its turn in the fire takes 2d8 fire damage. |
51-52 | All the PCs and NPCs, including monsters and hostiles, teleport simultaneously. Everyone switches places on the battlefield, rotating 1d4 spots clockwise. |
| 03-04 |
The spell you attempt to cast fails to take effect… until 1d4 rounds later. |
53-54 | If the you are using a spell book, spellcasting focus, holy symbol, or component pouch, it grows 100 times heavier for one minute. You must make a DC Strength saving throw with a DC of 10+your spell casting modifier at the start of your turns while the effects persists. On failure, you have disadvantage on spell attacks for that turn. |
| 05-06 | All the players randomly change bodies for 1d4 rounds. | 55-56 | Your eyes flash with a strange color. To you, everybody’s skin and muscles are transparent, revealing their organs. You must succeed a Wisdom saving throw with a DC of 10+your spell casting modifier, or become frightened for 1 minute. |
| 07-08 |
2d8 gp fly out of your hands in place of the spell you intended to cast. Roll ranged attack rolls for each coin, and on hit, the coins deal 1d4-1 bludgeoning damage each. |
57-58 | Magical silence falls centered on you with a 50 ft radius. This effect lasts 10 minutes. |
| 09-10 |
The spell builds up at the users magical implement, charging. The spell is not cast this turn, but can still be cast next turn, dealing double damage on hit. The caster can also choose to “cancel” the spell and do something else their next turn, if they so choose. |
59-60 | Your hair disappears, reappearing 1 hour later, washed, braided and decorated with flowers. |
| 11-12 | A ring of force explodes out around you. Every creature within 25 felt of you must make a Con saving throw. On failure, they are pushed 15 feet away from you. | 61-62 | You casts Grease centered on yourself in place of the spell they intended to cast. |
| 13-14 | You gain resistance to all damage for the next minute. | 63-64 | You are suddenly trapped in a magical glass ball. The ball must be dealt 5 bludgeoning damage from the outside to break it and be freed. |
| 15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | You feel suddenly overwhelmed. You let out a scream, causing three humanoids you choose within 30 feet of you take 4d10 fire damage. If there are less than three targets in range, include yourself among the targets. |
| 17-18 | You are driven mad by the spell, causing you to go into a barbarian rage for one minute. You may cast melee spell attacks while enraged. You may also use your action to end the rage early. | 67-68 | For the next 10 minutes, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
| 19-20 | Your shadow detaches from you and becomes a shadow (the creature) that is hostile towards you. Upon defeating it, it becomes your normal shadow again. | 69-70 | You turn into a massive oak tree. (HP 100, AC 10, vulnerability to Fire and Slashing) for 1 minute. After the minute ends or the caster is reduced to 0 hit points, they revert to their original form and HP. |
| 21-22 | You flash with golden light that seems to hang in the air around you. Every creature caught in this light (20 foot radius) receives double healing from spells and cannot lie for 1 minute. | 71-72 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 23-24 | The world seems to dim and plants seem to wilt around you. Every creature within a 20 foot radius of the caster takes double damage from spells that deal necrotic damage, and gain one point of exhaustion when rolling a 1 on any attack rolls or ability checks for the next minute. | 73-74 | Illusory flower petals flutter in the air, and serene music plays in the ears of those within 10 feet of you for the next minute. Any creature that enters this range feels suddenly tranquil, and experiences the effects of the Calm Emotions spell. |
| 25-26 | You feel very attractive… All unsecured objects and creatures in a 100 ft radius moves towards you by 15 feet. Any objects or creatures within 15 feet of you hit you, dealing 1d6 damage (bludgeoning, piercing or slashing, depending on the creature or object). | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
| 27-28 | You feel like you really need to sneeze. Make a Constitution saving throw with a DC of 10+your spell casting modifier. On a failure, you sneeze, and involuntarily cast prismatic spray (without consuming a spell slot) in the direction you are facing. On a successful save, you sneeze normally, without any other effects. | 77-78 | You cast the Confusion spell centered on yourself in place of the spell you intended to cast. |
| 29-30 | The world seems to slow to a crawl around you. You get to take 1 additional action. | 79-80 | You regain 2d8 hit points and gain 2d6 temporary hit points. |
| 31-32 | A tiny elemental of the your choice appears as a familiar instead of the spell you intended to cast. It cannot attack or interact with objects, but it’s hella cute. | 81-82 | You’re in for a ride..you must use a bonus action to teleport up to 30 feet to a random unoccupied space that you can see for 1d4 rounds. |
| 33-34 | Fog seeps up from the ground, obscuring everything within a 20′ radius of the target or caster, for 1d4 rounds. | 83-84 | For the next minute, any creature that you directly speak to you only hears insults as if you are casting Vicious Mockery at first level. In combat, you may speak as a bonus action. |
| 35-36 | Your hair starts to stick up on end, as if from an electrical charge. The next person the caster physically touches takes 1d6 lightning damage, and your hair returns to normal. | 85-86 | A magic mouth appears on a nearby object or surface. When you speak, your voice comes from the magic mouth and no sound come from yours. This lasts for 10 minutes. |
| 37-38 | Your eyes and hands catch on fire for 1d4 rounds. You can’t cast spells, but unarmed strikes deal an additional 3d4 fire damage. | 87-88 | Your lower half sinks into the ground for 1d4 rounds. While stuck, you can still cast spells and take actions, but you are under the effect of the restrained condition until the effect ends. |
| 39-40 | You experience extreme discomfort in your stomach for 1d4 turns before finally releasing a monstrous belch for another 1d4 turns. This belch functions as per the description of the spell Gust of Wind, with the direction of the wind being whichever direction the caster is facing. | 89-90 | A wave of negative energy erupts from you in place of the spell you intended to cast. All creatures within 30 ft or you must make a Constitution saving throw. On failure, they take 1d10 necrotic damage, or half as much on success. You gain hit points equal to the damage inflicted. |
| 41-42 | A sweet scent and ethereal gentle music surround you, and you feel suddenly confident. You gain advantage on Charisma checks when interacting with creatures that are attracted to your gender, and they have disadvantage on attack rolls against you. | 91-92 | You feel tired..you immediately fall asleep where you stand for 1d4 rounds. During this time you are immune to all damage, and when you wake up, you gain the benefits of a long rest. |
| 43-44 | You vomit up a huge slug after casting the spell, and cannot take reactions until your next turn. | 93-94 | Instead of the spell you intended to cast, three random creatures within 30 ft of you (including you) make Wisdom saving throw. On a failed save, the creatures transform into rabbits via the Polymorph spell. |
| 45-46 | Your arms disappear and are replaced with mist-like limbs. They can only lift up to ten pounds, but can extend to a range of 10 feet, fit under doors, open non-magical locks, and even cool hot metals. You can still cast spells as normal. This effect lasts for 1d10 minutes. | 95-96 | You feel immediately intoxicated. For the next hour, you feel unreasonably happy and carefree. Your Intelligence score is reduced to 5, and you suffer and -3 modifier to attack rolls. However, your AC increases by 2 and you gain 15 temporary hit points. |
| 47-48 | Any keratin on the caster’s body (hair, nails, feathers, some skin, horns, hooves, etc…) turn a vibrant hue. | 97-98 | Your hands constantly shoot harmless, multicolored sparks out them for 10 minutes. You have disadvantage on stealth checks until the effect ends. |
| 49-50 | You spontaneously combust. You and any creature within 5 ft makes a Dexterity saving throw, taking 8d6 fire damage or half on success. The caster automatically fails the saving throw. If any creature is grappling the caster, it also automatically fails the throw, and the grapple ends. | 99-00 | You feel inspired to fight beyond your limits. If you are reduced to 0 hit points within the next three rounds, you can immediately gain hit points equal to your hit point maximum as a reaction. |
Spark of the Inferno
At the 6th level, the elemental spark within you takes over your consciousness to protect you in times of need. As a bonus action, the inferno wreathes you in swirling fire, as your eyes glow bright like hot coals. For 1 minute, you gain the following benefits:
-You hover slightly off the ground, and shed bright light in a 30-foot radius and dim light for an additional 30 feet.
-You gain resistance to fire damage, and spells you cast ignore resistance to fire damage.
-You deal fire damage equal to your proficiency bonus to any creature that hits you with a melee attack or ends its turn within 5 feet of you.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. When the Spark of the Inferno ends, you suffer one level of exhaustion. You have one use of this bonus action at the 6th level. You gain an additional use at the 14th level, and another at the 18th level. Once you are out of uses of this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Overheat
Starting at 6th level, you can push your fiery power beyond its usual limits in times of need. When your Spark of the Inferno ability is active, and you cast a spell of 1st through 5th level that deals fire damage, you can choose to deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you suffer one additional level of exhaustion when your Spark of the Inferno ability ends. If you die from exhaustion as a result of this ability, your body and everything you are wearing and carrying, except magic items, is reduced to a pile of fine gray ash that is hot to the touch. You can be restored to life only by means of a true resurrection or a wish spell.
Blazing Wrath
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.
If your Spark of the Inferno is active, the attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is set ablaze for 1 minute. At the beginning of their turn while ablaze, they take 2d10 fire damage. The target may remake the Constitution saving throw at the end of each of its turns. On a successful save, this effect ends.
Soul of the Eternal Flame
At the 18th level, you have connected fully to the fire that burns within you, commanding the elemental spark completely. When you use your Spark of the Inferno ability, you are no longer pushed aside by your elemental power, but are fully aware and in control of the destructive power you wield. You gain additional abilities while entering this state:
-You gain immunity to fire damage instead of resistance. You also leave a trail of fire behind you if you move during your turn, which lasts until the beginning of you next turn in combat. Any creature that tries to walk through this fire takes 1d10 fire damage.
-Your fire burns hotter than it ever has before. Spells you cast that deal fire damage treat immunity to fire damage as resistance instead. Additionally, spells you cast that deal fire damage treat creatures that do not have resistance or immunity to fire damage as if they have vulnerability to fire damage.
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