Sorcerer
Base Class: Sorcerer

Burn! Cause I am lazy

Flaming Orbs

At first level your fiery soul allows you to manifest a flaming orb that boosts the damage of your fire spells and abilities, and burns those who get to close to it.

As an action you can summon a Fiery Orb anywhere with in a 60ft radius, the Orb is 5 ft in diameter, and has a radius of 10ft, creatures within the radius at the start of their turn and the first time they enter the area, must make a constitution saving throw taking damage equal to your Sorcerer level on a failed save and half as much on a successful save. The Orb remains for  1 minute, or until concentration is broken

When you are within 30ft of an Orb the damage of your fire spells and abilities increases by 1d8.

As you get stronger so to do the Orbs you create, at level 11 you can summon 2 Orbs, and the radius of the Orbs damage dealing effects increases to 15ft, at level 20 you gain the ability to summon a third Orb, and the radius further increases to 20ft.

You can use this ability a number of times equal to your Charisma modifier per long rest.

 

Fire Soul

Due to your link with the elemental plane of Fire you learn Primordial, your internal fire also protects you against temperature fluctuations, you are immune to the effects of extreme heat and extreme cold

Scorching Bloodlines

Fire flows through your veins granting you resistance to fire damage, and a bonus to any fire damage you deal, this bonus equals your charisma modifier

Flaming Outburst

When hit by a melee attack, you can use your reaction to deal fire damage to the attacker, this damage equals your sorcerer level

Hersher of Flames

You gain immunity to fire damage. In addition all of your fire damage dealing spells and effects treat immunity to fire damage as resistance, and ignore resistance.