Base Class: Sorcerer
You nearly died in a fire of mysterious origins. While in the midst of the flames, you came into contact with an elemental, though you might not have been aware of the creature's presence. You somehow, for it seemed miraculous to any who were there, escaped the terrible flames. The encounter has awakened latent power within you, some magic that you carry in your blood. Some distant ancestor was mayhaps a salamander of the Plane of Flame.
Blood of Flame
Starting at 1st level, because of the essence of flame you carry in your heart, you find yourself immune to mundane flame and heat, and resistant to magical fire. You have the ability to control flames. While within an enclosed space, the heat of your body will raise the temperature by 10 degrees.
You have a constant odor of burning Willow charcoal that fills a five foot sphere around you. You find that this scent can even mask other smells, and has become all that you can usually smell. This gives you disadvantage on perception checks based on smell.
You have found that, because of the fire you hold, you are more susceptible to cold effects and magic.
Fire Mote
Starting at 1st level, you find you possess the ability to produce flame from the burning magic within. If you spend sorcery points, you can cast the spell without any components and increase the damage by an additional 1d8 per point.
Shield of Flame
Beginning with 6th level, when your emotions are high, any creature that touches you or hits you with a melee attack while within 5 feet of you takes 3 (1d6) fire damage. As a bonus action, you can spend 3 sorcery points to cast the fire version of Fire Shield.
Flame Step
At 14th level, you gain the ability to spend 2 sorcery points and cast a fiery version of Misty Step. Briefly surrounded by a burst of flames, you teleport up to 30 feet to an unoccupied space that you can see. ANY creature within 5 feet of either the spot you leave or teleport into must make a DEX saving throw (DC is 13 plus your spellcast mod) or suffer 2d10 points of fire damage. Successful saves take half damage. Anything that is flammable and not held by someone catches fire.
Elemenal of Flame
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a Fire Elemental.
You can remain in this form for 3 minutes. It ends early if you are reduced to zero hit points, or if you dismiss it as a bonus action. Only hit points lost that exceed those of the elemental are felt after you drop this form.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/16/2021 2:09:08 PM
|
2
|
0
|
1
|
Coming Soon
|
Comments