Base Class: Sorcerer
Your innate magic comes from the power of unending fire. Some trace their magic back to the pyromancers of the swamplands, who used pyromancy to survive in the harsh environment and in worship to the sun, while others may have been warriors of a desert kingdom, using darker magics to ignite their weapons on fire and spew acid to fight both their violent neighbors or the massive sandworms that plague their outer settlements. Whatever your origins, fire burns bright within you always.
Infernal Warrior are useful guides in long journeys through dangerous terrains. Their magic allows them to clear fauna, scare off fierce beasts, and makes setting up a campfire a breeze. While not as sturdy as eldritch knights, they are also useful on the battlefield against large numbers of soldiers due to their spells which can easily set people ablaze or destroy wooden siege weaponry.
The Infernal Warrior has an expanded spell list, these spells do not count against the number of spells you have prepared.
1st: Hellish Rebuke, Charm Person
3rd: Scorching Ray, Suggestion
5th: Fireball, Blinding Smite
7th: Wall Of fire, Charm Monster
9th: Dominate Person, Flame Strike
Scorched Sword
Upon choosing this subclass, you gain proficiency with light and medium armor, shields, and martial weapons.
Upon creating your character, you immediately have a bond with one of your starting weapons due to your rigorous training. When you draw your bonded weapon, it forms fissures that spout licks of flame and glows with a powerful heat. The bonded weapon acts as an arcane focus. When you attack with the bonded weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. While wielding this weapon, you can also add your Charisma modifier to any fire damage you deal. You can switch this weapon when you level up, symbolizing your continued training in new weaponry, and at 10th level, you can change your weapon bond at will during a long rest.
Fire Dancer
Your connection to flame allows you to control fire with more power and precision than most magic practitioners. You gain the Control Flames cantrip, which doesn't count towards your Sorcerer cantrip total. In addition, the cantrip is altered in the following ways:
- You cast this cantrip as a bonus action.
- You can control a flame up to a volume of a 10ft cube.
- You can expand the flame up to 10ft in one direction regardless of whether flammable materials are present.
- If an enemy creature begins its turn standing in fire you have controlled with this cantrip, they must make a Dexterity save against your spell DC or take fire damage equal to your Sorcerer level.
- If you have used this cantrip to modify a flame during a combat encounter, you can then cast a flame spell using that flame as the source. For example, if you are 60ft from a source of fire you controlled with this cantrip, and an enemy is 15ft from that source of fire, you can cast Burning Hands originating from the fire as if you were standing there instead. Casting a spell in this manner extinguishes 10ft of the fire.
Extra Attack/War Magic
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Inner Warmth
At 6th level, you gain resistance to fire damage. In addition, attacking a creature who has been damaged by a fire spell within the last round lets you feed off the flames. When you make your attack action and successfully hit, you gain back hit points equal to half your Sorcerer level, rounded down. This effect can only occur once per round.
Eldritch Flames
At 14th level, you are immune to fire damage. In addition, when you deal fire damage, you ignore fire resistance and treat fire immunity as if it were fire resistance.
Soul of Cinder
Starting at 18th level, as an action or when you are reduced to 0 hit points, you can explode in a torrent of fire as you are overwhelmed by your once tempered flames. The area in a 30-foot radius from you is engulfed in flame and a high-pitched screech is audible out to a mile. All creatures of you choice in the affected area must make a Dexterity saving throw against your spell DC or take fire damage equal to 12d6 + your sorcerer level and be pushed to the edge of the 30-foot area. On a successful save, affected creatures only take half as much damage and are pushed 10 feet away from you.
This seemingly alive fire spreads around corners and avoiding allies. If this damage reduces a creature to 0 hit points, it is disintegrated as per the disintegrate spell. This feature also automatically disintegrates a Large or smaller nonmagical object or a creation of magical force within the area. A magic item is unaffected by this feature.
At the start of your next turn, you reconstitute and return to life with half your maximum hit points and one level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.
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