Sorcerer
Base Class: Sorcerer

Sorcery specializing in flames, explosive and aggressive magic, with less that perfect control on their magic. With their magic awakening in the smoke and ash of a great wildfire or large explosion, Flame Artists haven't had their powers since they were born. Usually awakening due to great explosive trauma, they use their chaotic and explosive powers for the greater good, sometimes. 

 

Additional Explosions

Fire Artists gain the variety of a bunch of fire spells.

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Inaccurate Explosions

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, you may spend a sorcery point to increase the damage of the spell you're casting and decrease the accuracy of your spellcasting. You cast that spell as if it was cast with a spellslot two levels above the one you were using, but also gain one of these downsides.

If the spell is a ranged spell attack, you gain disadvantage.

If the spell uses an area of effect, you move the center of the area d8 times 5 feet in a random direction. Example: If you'd cast an inaccurate fireball and roll a 6, move it 30 feet in direction randomly chosen. 

Voluntary Cannonball

Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, if that effect does fire damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Furthermore, if you succeed in the saving throw, you may propel yourself using the explosion and land on the nearest unoccupied space outside the area of effect. The DM might decide that the explosion is powerful enough that you can proper yourself even further using an acrobatics check. 

Improved Inaccuracy

Starting at level 14 you may choose what direction your inaccurate explosions feature will go towards. In addition any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Up, Up and Away!

At 18th level, your mastery of the explosions within your hands has come to a conclusion. You may now use 10 feets out of your movement to cast a third level Fireball spell targeting yourself. You may only use this feature thrice in a turn. On the first fireball you cast each turn, you automatically success in your saving throw. If you would fail on a saving throw from one of these spell casts, you cannot use this feature again this turn. 

You also gain profiency in dexterity saving throws from spells you cast.

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