Base Class: Sorcerer
Your innate magic comes from Efreeti magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with an Efreeti Pasha or who might even have claimed an efreet parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Efreeti Ancestor
You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals from the plane of fire, your proficiency bonus is doubled if it applies to the check.
Child of Flame
At 1st level, you learn the Control Flames cantrip which counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Inflammatory Retort
When you reach 6th level, you can cast the hellish rebuke spell as a 2nd-level spell a number of times equal to your proficiency bonus and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spell.
Elemental Affinity, Fire
Starting at 6th level, when you cast a spell that deals 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 fire damage type for 1 hour.
Flame Stride
At 14th level, you gain the ability to step into fire and magically teleport. When you are within 5 ft of a fire that occupies at least 5 ft square, as a bonus action, you can magically teleport up to 120 ft. to an unoccupied space you can see. When you arrive, all other creatures within 5 feet of you must succeed on a Dexterity saving throw. On a failed save, a creature takes 3d10 fire damage. On a successful save, the creature takes half as much damage.
Investiture of Flame
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a fiery form. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Whilst in this form, you gain the following benefits:
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You are immune to fire damage and have resistance to cold damage.
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Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
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You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
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