Base Class: Sorcerer
Cornered by a thief in a dark alleyway in the wee hours of the morning, a dragonborn materializes a ball of flame that glows as bright as the mid-day sun. Briefly blinded by the light and surprised by the loud explosion of a nearby crate, the thief curses as he rubs his eyes and sees the dragonborn is nowhere to be found.
Much to the amusement of nearby patrons, a human mindlessly plays with a candle on the bartop. He snuffs the flickering flame out of existence just to bring it back with a snap of his fingers. To the cheers of the growing crowd, he makes the flame dance and form wavering shapes: dragons, humans, a beautiful maiden.
Fire is ferocious and capricious, yet with the proper training, wielders of flame are able to bend the chaos to their will. Sorcerers who specialize in pyromancy learn to produce and control flames in all of their destructive and creative forms.
School of Flames
At 1st level, you choose one of the schools in which you study. You will gain different features later depending on the school you choose. With either class, you gain the ability to produce small flames that cannot damage creatures, but can ignite flammable objects and generate heat.
School of the Dragon
The School of the Dragon focuses on swift ferocity, using strength and precision to disrupt foes.
School of the Phoenix
At 1st level, you choose one School of Flames to specialize in. Each school will grant features and bonuses at later levels. The School of the Phoenix focuses on style and longevity, outlasting others with an indomitable, blazing spirit.
Student of Flame
As you begin to study the art of fire, you gain the ability to produce and control it. As you mature in your practice, you will be able to control it with more finesse.
Starting at the 1st level, you gain the ability to produce small magical fires from anywhere on your body that ignite flammable objects and produce light. You also gain the ability to control small nonmagical fires, snuffing them out, enlarging them up to a medium size, or controlling them in some other way.
At the 6th level, you can send out an ember to ignite flammable objects within a distance of 20 ft, and you gain the ability to produce larger fires. You can harm others with them, making a spell attack that deals 1d6 damage to any number of targets within melee range. Additionally, you can use your reaction to give an opponent disadvantage on an attack roll for an attack that deals only fire damage.
At the 12th level, your opponents have disadvantage on attack rolls against you that deal only fire damage, and your Flame Burst action deals an extra 1d6 damage and becomes a bonus action.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals only fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Flame Redirection
By the 14th level, your practice in the art of fire has matured. Through your experience, you've gained the ability to follow and redirect the flow of fire magic, and gain advantage against saving throws against attacks that deal only fire damage. If an attack that deals only fire damage does not hit you or you succeed a saving throw on an attack that deals only fire damage, you may use your reaction to change the target of that attack to any target within the attack's range. If the attack has an area of effect, you can only redirect the damage that you would have taken to a target within the attack's range. Reroll any attack rolls or saving throws as though the attack originated from you.
Solar Warhead
Beginning at 18th level, your ability to condense fire has reached the ultimate level. You gain the ability to channel as much of your power as you wish into a single condensed ball of raw energy. As an action, you can expend any number of spell slots to create this ball and fire it at an opponent. On contact, it explodes and deals 1d6 fire damage for each level of spell slot consumed to the target. If the attack roll does not succeed, it explodes on contact with a nearby object of the DM's choice.The explosion is a sphere with a radius equal to the number of spell slots consumed times 5. Each creature other than the target within the radius makes a dexterity saving throw. On a success, it takes a quarter of the damage the original target took, and on a failure, they take half the damage of the original target.
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