Sorcerer
Base Class: Sorcerer

A Spellfire Adept is a very rare kind of magic user. Many scholars have theorized the origins of such spellcasters, but few have actually encountered such an Adept willing to discuss it in detail. This is mostly due to the nature of how coveted their abilities are. Good leaders and Spellcasters, see them as a method to keep other spell casters in line. Bad one's often view these people as a weapon to be used against their enemies. Many of these adepts are just trying to live their own life, but due to the nature of their powers, they are consistently drawn in to adventure and politics again and again. 

 

Spellfire

At 1st level, your Spellfire talent has manifested in its most basic form allowing you fire bolts of power to destroy things, disable certain magical effects, and make you absolutely infuriating to other spellcasters. As an action, you expend a spell slot of 1st level or higher to shoot a bolt of Spellfire from your hand. Make a ranged spell attack roll against a target you can see within 60 feet of you. On a hit, the attack deals 2d6 plus your Charisma modifier in damage. This damage ignores all resistance types. The ability creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt. 

When using a spell slot of 2nd level or higher, damage increases by 1d6 for each spell slot above 1st.

Beginning at 2nd level, you can spend 2 sorcery points to make this spell attack instead of spending a spell slot. You may not increase damage when casting bolts in this way.

Beginning at 5th level, these bolts can also act as a targeted Dispel Magic. Instead of doing damage, the bolt consumes the active spell on the target. Each bolt only dispels one effect. You can designate each bolt to be either a damaging bolt or a dispelling bolt. 

Beginning at 8th level, spells that get dispelled also grant you 1 sorcery point.  

A creature completely immune to magic would not be affected by this ability

Adept's Absorption

At 6th level, you gain the ability to absorb harmful magics cast against you and to store it as your own power. When you succeed on a saving throw against a spell, you can use your reaction to absorb the spell's magic. If you do, you gain sorcery points equal to the spell's level.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

 

Spellfire's Boon

At 14th level Spellfire has infused you to the point where you can use it to heal your own wounds. As an action, you can spend sorcery points to heal yourself, or end the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, restrained, or stunned condition if it has been caused by a spell or magical ability. You regain 1d8 hit points for each sorcery point spent this way. You end one condition per sorcery point used in this way. These uses do not occur in tandem with other uses of sorcery points unless, additional sorcery points are used specifically for this ability. 

You may also spend 2 sorcery points to grant yourself resistance to one damage type you specify for one minute. You may only have one resistance granted by this ability active at a time.  

 

Crown of Fire

The wielder can summon a crown of fire, the most powerful form of spellfire known. The wielder must touch a sentient creature willing to donate his or her life energy to bring it about or sacrifice 10 sorcery points. The willing sentient creature temporarily loses half of their remaining hit die. The crown appears as a halo of silver-blue spellflames encircling the wielder's head. For 1 minute, the wielder gains the following effects.

  • You gain a flying speed equal to your walking speed.
  • You have advantage on saving throws against spells and other magical effects.
  • You automatically save against spells of 5 level or lower and as a reaction can absorb those spells power as per your Adept’s Absorption ability. 
  • Your Adept's Absorption ability is not limited to its use limit for the duration of Crown of Fire. 
  • You can use your Spellfire feature without spending a spell slot or sorcery points as if you had spent 2 sorcery points. Use of the Targeted Dispel version, counts as a 9 level spell slot cast at your level.
  • For the duration, your sorcery point max is doubled, as is any effect that allows you to recover sorcery points.
  • At the end of this ability’s duration, any sorcery points above your normal limit, explodes forth from you as a Spellfire Blast in a 30 foot radius as you lose control of the power of the Crown. The damage equals 1d6 damage per sorcery point and overcomes all forms of resistance. All creatures in the radius, including the wielder, are affected by this damage. Creatures other than the wielder can make a dexterity save versus your spell DC to take half damage. A creature completely immune to magic would not be affected by this ability.

This ability can only be used once per long rest.

Spellfire Adept Image

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