Sorcerer
Base Class: Sorcerer

You are born with an affinity to fire. Perhaps you hold the blood of a dragon or maybe some creature from the Plane of Fire. Perhaps some ritual during conception or birth seared your soul. Whatever the case, your soul holds fire. At times this may just be a spark and at others a raging inferno of hellfire ready to unleash burning wrath upon all your enemies.

The fire in you is more than just anger: it is a source of magic and power. The magic of fire is most familiar to you but with practice you may develop powers to manipulate the weave of reality into all sorts of magical effects.

For the most part nobody would ever know your inner nature but when you use your powers to control, conjure or blast fire your nature shows: perhaps your eyes burn like flames, or an aura of fire swirls around you or patterns emerge and glow upon your skin?

To those who truly master their soul, their fire, then nothing can withstand their flame. So make your choice, Fire Soul, will your fire guide the lost by its light and give comforting warmth or will you make the world burn?

Sparks and Embers

All with a soul of fire can control non-magical flame around but how the magic manifests beyond that is a little bit unique to each one. You learn the Control Flames cantrip and your choice of either: Create Bonfire, Fire Bolt, or Produce Flame. If your choice is not on the Sorcerer spell list it is nevertheless a Sorcerer cantrip for you. These cantrips do not count against your maximum of known cantrips. Choose wisely, you cannot change your choice at later levels.

In addition you know a 1st level spell of your choice which can be from any spell list. Your choice must meet this requirement: The spell must deal fire damage and not be capable of dealing damage of any other kind. Regardless of choice this spell is considered a Sorcerer spell for you and does not count against your maximum of known spells. When you increase in Sorcerer level you can replace this spell like your other sorcerer spells, and when you do you can still choose from any spell list but it must still meet the requirement. You may cast this spell without requiring a spell slot and once you do you cannot do so again until you complete a long rest. *

For these spells gained through this feature: you may ignore, and not need to provide, any material components. If a spell requires only a somatic component (with or without a material component) you can choose to change this to a verbal component instead at the time of casting. If a spell requires only a verbal component (with or without a material component) you can choose to change this to a somatic component instead at the time of casting. If a spell requires both a somatic and verbal component (with or without a material component) you may ignore one of these of your choice when you cast it. Starting at 3rd level you may spend Sorcery Points when you cast these spells to ignore all component requirements: it costs 1 Sorcery Point for cantrips and spells of 1st, 2nd and 3rd level; 2 sorcery points for spells of 4th, 5th and 6th level and 3 sorcery points for spells of 7th, 8th and 9th level.

(* Note: the character builder does not allow filtering spells in this way so you will simply be shown a list of all spells from 1st to 9th level - it is up to you to ensure the spell is of appropriate level and meets the requirement. To change spells when you increase in Sorcerer Level return to the character builder class section to change your choice. There will be a checkbox in Limited Use section on character sheet for marking off the once-per-day free casting.)

One With Fire

As a being whose soul is bound to fire - flames to you are friendly and comforting. You can see through any fire without it obscuring your sight in any way (even through magical fire like Wall of Fire. You are immune to non-magical fire and heat and resistant to magical fire and heat. Fire that comes from a creature by means other than non-magical items, such as dragon's breath or the flames of a Fire Elemental, are considered magical for the purposes of this resistance. You are also immune to any fire or heat you create, magical or otherwise.

This feature improves when you reach 12th level in this class.

Fire's Wrath

After reaching 6th level in this class your fire has grown more intense: it burns hotter and even creatures thought safe from fire might still feel the burn of your fury. When you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. In addition, spells you cast ignore fire resistance.

One With Fire - Improvement

When you reach 12th level in this class your affinity with fire has grown granting you complete immunity to all fire and heat. Where others may fear flame: you can sleep in a roaring blaze or swim through lava perfectly unharmed by such things. You may find it warm, comfy, but never harmful or an annoyance. If you are set alight (such as from lit oil or effect like from a Fire Elemental you can end those flames on your turn, no action required. Such fire can never work against you.

Fire Safety

Upon reaching 14th level in this class you have developed such control over fire you can even keep your allies safe from it. When you cast a spell that deals fire damage you can choose any number of creatures you can see up to half your Sorcerer level (rounded down) and those creatures will be immune to any fire damage dealt by that spell.

Additionally, when one or more creatures you can see within 120 ft of you would take fire damage from fire you did not create, you can use your reaction to spend 1 sorcery point per creature to grant those creatures Fire Resistance until the start of your next turn.

Master of Flames

At 18th level in this class you have mastered fire to where you can briefly become it, or can conjure creature made of it. This mastery grants special actions: a bonus action, an action and a reaction:

Bonus Action: Fire Form

As a bonus action on your turn you can spend 2 sorcery points and turn into a being of flame, a fire form. In this fire form you can move like fire: your speed increases by 10 feet and you can pass through hostile creatures' spaces or any space as narrows as 1 inch wide without squeezing. The first time you enter a creature's space on your turn, that creature takes 1d10 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. This fire form lasts until the end of your turn. If you end in a hostile creature's space or a space that you cannot fit into then you are shunted in a fiery flash to the nearest unoccupied space you can fit into and take 2 force damage for every 1 foot moved as part of this shunt.

Action: Fire Minion

As an action on your turn you can spend 10 sorcery points to conjure a Fire Elemental. This Fire Elemental understands you no matter what language you speak and you can understand it no matter what language it speaks. You can communicate telepathically with the Fire Elemental and it can do so with you, as long as you are both on the same plane of existence. This Fire Elemental is a creation of your magic: it knows what you know, but keeps your secrets as you would want it to, and has no knowledge beyond that except of what it is and what is on its stat block (like knowing the Ignan language even if you do not know it). It is friendly to you and your allies, it obeys your commands, takes its turns immediately after yours, and when not given a command it will do nothing except defend itself. You can give it orders on your turn, no action required. You can only have one Fire Elemental active from this feature at any one time. The Fire Elemental vanishes into nothing if this effect ends, leaving no trace. This effect ends if the Fire Elemental drops to 0 HP, dies, is dismissed by you as a bonus action, if you are become unconconcious, if you drop to 0 HP or if you die. The effect also ends after 1 hour but you can choose to spend additional 3 sorcery points to maintain the effect for another hour as a bonus action on your turn up to a maximum of 24 hours.

Reaction: Enemy Fire

You can feel the pull on the weave when somebody tries to make fire with a spell and your mastery of fire lets you take control of their spell. When a creature you can see within 120 ft of you casts a spell that would cause fire you can use your reaction and spend 6 sorcery points to try and take control of the spell which lets you re-target it: make a spellcasting ability check (1d20 + your Charisma modifier) against a DC of 10 + the spell's level. If you succeed you understand the spell and what it can do and can change the target to any valid target you want - noting that any reference to "friends" or "allies" now means those that are friendly or allied to you and any reference to "hostile" creatures now means any creature hostile to you. If the spell requires sight for targeting then you use your own sight. All other aspects of targeting (like distance from caster) remain the same. If there are no other valid targets then the spell continues unaffected by you. If you fail the check the spell continues unaffected by you. Once you have succeeded at using this feature (succeeding on the check) you cannot use this reaction again until you complete a short rest.

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