Base Class: Wizard
You learn to embody the power of the Sun. The more you embody the Sun the more powerful you become. Just as the Sun dies giving its light so shall you who be as a Setting Sun
Rising Sun
At 3rd, 5th, 7th, & 9th level, you may learn one wizard spell, at a level you can cast, that does do damage but fire. The spell is always prepared, does not count against your prepared spells and now does fire damage.
At 11th, 13th, 15th, 17th, & 19th level, you may learn one spell from any spell list, at a level you can cast, that does do damage but fire. The spell is always prepared, does not count against your prepared spells and now does fire damage.
When you take a New spell with this feature you may choose to replace any previous chosen spells.
*If a spell chosen has more than 1 damage type you chose one damage type to replace the rest remains the same.
Sculpted Sun
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an spell that does fire damage that affects other creatures that you can see, you can choose a number of them equal to 1 + Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Scorching Sun
At 6th level, spells you cast ignore resistance to Fire. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
At 10th level, spells you cast ignore Immunities to Fire. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3.
If you would take the Feat Elemental Adept for Fire, its effect changes to give you Resistance to Fire Damage, and at 17th level it becomes Immunities to Fire Damage.
Setting Sun
You can use an additional spell slot in the casting of a spell, that does fire damage, to increase the Area of Effect by 15 feet per spell slot level of the additional spell slot used.
At 14th level you can use another additional spell slot in the casting of a spell, that does fire damage, to increase Fire Damage, by Half of the necrotic damage dice taken rounded down, per spell slot level of the additional spell slot used.
You take 2d12 necrotic damage (+1d12 per use of this feature) for each level of the extra spell slot after you cast it. This damage ignores resistances and immunities.
Ex. Take 2d12 necrotic damage gives 1d12 Fire damage, 3d12 necrotic damage gives 1d12 fire, but 4d12 necrotic damage gives 21d12 fire damage.
Sinking Sun
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell that deals Fire damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12.
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