Sorcerer
Base Class: Sorcerer

Your body is infused with Solar Light, a magical fire essence that bleeds into this world from the Elemental Plane of Fire.

 

Igniting Touch

Your unarmed strikes and melee spell attacks cast Solar Light on the target. Whenever you hit an unarmed strike or melee spell attack, you add d4 fire damage to the attack's damage. Also, you can light any flammable material on fire by simply touching it.

Phoenix Dive

If you fall from a height tall enough to deal fall damage, you instead are healed for half of what the fall damage would be.

Winged Sun

The Solar Light in your body bursts from you at your command. As a bonus action, you can sprout wings of fire from your back, which do not disappear unless you dismiss them at no action cost. While your wings are out, you gain a flying speed equal to your walking speed, and any creature that remains within 5 feet of you at the start of their turn, must make a Constitution Saving Throw against your spell save DC. On a failed save, they take 2d4 fire damage.

You can use this ability a number of times equal to your Charisma modifier. You regain all uses after a long rest. 

Dawnblade

The Solar Light can now also take the form of a magical longsword. On your turn, you can use 4 Sorcery Points to form a longsword entirely out of Solar Light for 1 minute, as long as you have at least one hand free. You gain the following benefits:
     You summon a fiery longsword in one hand. You are proficient with this longsword and it counts as magical for overcoming resistances. You can make a melee attack with the longsword, which uses Charisma as it's attack and damage modifier, dealing 2d8 fire damage + your Charisma modifier on a hit. You can also make a ranged attack with this longsword as you slash the air, sending a wave of fire careening through the air towards a target within 60 feet. The longsword's ranged attacks have the same attack bonus and damage as it's melee attacks.
    Your wings sprout, and the flying speed granted by them is doubled.
    This effect ends early if the longsword leaves your hands or you dismiss your wings during the effect. You can use this ability as many times as you want, as long as you have the Sorcery Points necessary.

Fated For The Flame

Your Dawnblade's ranged attacks home in on enemies and spread destructive fire where they land. You gain the following benefits.
    During Dawnblade, your longsword's ranged attacks have advantage.
    During Dawnblade, when you make a ranged attack with your longsword, regardless of whether it hits or not, a 5 foot wide wave of fire sweeps 10 feet away from you, originating on the target's space, across the ground. Any creature caught in the wave's path must make a Dexterity saving throw against your spell save DC, taking 3d6 fire damage on a failed save, or half as much on a successful one.

Everlasting Fire

The Solar Light within you fuels itself on a perpetual cycle. During Dawnblade, whenever you get a kill, roll a d4. On a 4, you regain 1 Sorcery Point.

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