Sorcerer
Base Class: Sorcerer

Burning with inner fire these sorcerers are curious figures across the many worlds. Torn between their mortal life on the material plane, and the furious call of the elemental plane of fire itself, the Living Flame Sorcerer may be a beacon of warming light, or an inferno of reckless destruction, depending mostly on their temperament and ability to control the rash impulses their birthright imparts.

Flame Spells

You learn additional spells when you reach certain levels in this class, as shown on the Flame Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

1st level, Burning Hands, Mage Armor.
3rd level, scorching ray, continual flame, heat metal.
5th level, fireball, melf's minute meteors.
7th level, wall of fire, fire shield.
9th level, immolation, conjure elemental.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Enflamed Form

You can use a bonus action to take on an Enflamed Form, causing your body to be wreathed in flames which do not damage you or any gear you are carrying or wearing.

Choose the colour of your flames, and how they manifest as they wreath your body.

You can enter this form a number of times per long rest equal to your proficiency bonus. This form lasts for 10 minutes, or until you are incapacitated, reduced to 0 hit points, or you dispel it. While in your Enflamed Form you have resistance to fire damage (increasing to immunity at 6th level), and you do additional fire damage equal to your spellcasting modifier whenever you deal fire damage with a spell, ability or attack. In addition, you may use your reaction to deal fire damage equal to your sorcerer level x2 to a creature who attempts to physically attack or touch you.

You shed light in a 30ft radius.

If you are submerged or drenched in water, you cannot enter your Enflamed Form.

Improved Enflamed Form

Your connection to the elemental plane of fire grows stronger, empowering your abilities and making you radiate heat.

While your Enflamed Form is active you gain a flying speed of 60ft and immunity to fire damage.

You shed light in a 45ft radius.

You also gain an aura of 15ft. You and any allies in this aura gain resistance to cold damage, and allies' weapon attacks deal 1D6 additional fire damage.

You can use your reaction to deal fire damage equal to your sorcerer level x2 to a creature of your choice that is within your aura.

Firewalker

Your access to the power of the elemental plane of fire has grown to the point where you see every flame as a doorway to that place.

The aura of your Enflamed Form increases to 30ft.

Allies within your aura have their weapon attacks deal 1d10 additional fire damage, and they have advantage on saving throws against being charmed or frightened.

You shed light in a 60ft radius.

While in your Enflamed Form you gain the ability to expend four sorcery points to use a shortcut through the elemental plane of fire, instantly teleporting yourself between any source of flame you can see within 5ft, and any other source of flame you can see within 500ft. When you make the transit you can make either the entry or exit flame explode as you pass through it, creating a 30ft blast that deals 5d10 fire damage to anything within its effect, or half that on a successful dexterity saving throw against your spell-save dc. Whichever you choose, you emerge from the fire unscathed.

Final Enflamed Form

You are nearing the zenith of your powers. Your skin shimmers with inner flame. You are a creature of pure elemental force, a firestorm in barely mortal form.

The aura of your Enflamed Form increases to 60ft. Allies within that aura are healed for 1d10 hit-points at the beginning of each of your turns, and their weapon attacks deal 2d10 additional fire damage. While in your Enflamed Form your attacks, spells and abilities that deal fire damage ignore any resistances and immunities to fire damage.

While in your Enflamed Form you gain the ability to expend 5 sorcery points as an action and transform into a fire elemental, retaining the aura and effects of your Enflamed Form but sacrificing the ability to cast new spells until you transform back. You can remain in Fire Elemental form for the remaining duration of your Enflamed Form. You can revert back earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

• Your game statistics are replaced by the statistics of the fire elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Fire Elemental. If the Fire Elemental has the same proficiency as you and the bonus in its stat block is higher than yours, use the Fire Elemental’s bonus instead of yours.


• When you transform, you assume the Fire Elemental's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in Fire Elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Fire Elemental form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Melf's Minute Meteors, that you’ve already cast.

• You retain the benefit of any features from your class, race, or other source and can use them if the Fire Elemental form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the Fire Elemental's size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Living Flame Sorcerer Image

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