Base Class: Sorcerer
Your innate magic comes from the power of elemental fire. Maybe your family has been cursed by a powerful figure from the City of Brass; perhaps you were the only survivor when your whole village burned to the ground; or maybe you accidentally inhaled some powdered red dragon bones. Whatever the case, your being is now lit from within by the fiery energy of the Elemental Plane of Fire.
Blaze Speaker
The arcane magic you command is infused with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Ember's Fury
Starting at 1st level, you learn the magic missile spell, which doesn’t count against your number of sorcerer spells known. Instead of force damage, each dart does fire damage.
You can only cast this spell at first level, but once you have access to sorcery points, you can spend up to 7 sorcery points to add an additional dart, 1 dart per point.
Empowered Eruption
Starting at 6th level, you gain resistance to fire damage. In addition, whenever you cast a spell of 3rd level or lower that deals fire damage, you can spend a number of sorcery points to forgo rolling and instead deal maximum damage.
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Spell Level |
Sorcery Points |
|
Cantrip |
1 |
|
1 |
2 |
|
2 |
3 |
|
3 |
4 |
Flame Dancer
At 6th level, you gain the ability to manipulate fire around you. As an action, you can fuel or diminish any fire you can see within 60 feet of you. You cannot, however, cause it to spread to nearby objects.
You also gain the power to hold fire in your hands. This fire cannot be thrown, but if you strike a creature or object with a lit hand or fist, it counts as an unarmed strike, you are considered proficient, and it deals fire damage.
Combustive Vigor
At 14th level, you can spend 4 sorcery points and a bonus action to ignite yourself. This corona increases your AC by 2 and causes fire damage equal to your Charisma modifier to be dealt to any successful melee attacker.
This ability lasts for a number of rounds equal to the number of sorcery points you have left once you use this feature (minimum of 1 round).
Interplanar Flare
Beginning at 18th level, you gain immunity to fire damage.
In addition, you can spend 6 sorcery points to magically summon an efreeti from the Elemental Plane of Fire (see Monster Manual page 145).
Roll initiative for the efreeti, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If no command is issued, it spends its turn attacking the nearest creature to it that is hostile towards you.
While it is under your command, it will remain until it drops to 0 hit points, you spend an action to banish it, or 10 minutes has passed, whichever comes first.
If you or any of your allies damage the efreeti, it is no longer loyal to you and will spend its rounds seeking and fighting you. If this happens, the only way to get rid of it is to drop it to 0 hit points. You can no longer banish it and the time limit dissolves.
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