Sorcerer
Base Class: Sorcerer

Your family descends from ancient demons and have flames coursing through their veins. You can do almost anything that signifies fire and can naturally speak the language of Infernal. You also have a weakness to water and cannot swim.

You carry around the Flame Bringer that has been in the possession of your family for generations and can perform fire magic beyond anybody's normal capabilities. With this powerful staff and your Hellish blood you can become one of the most powerful sorcerers in the world, or one of the most feared Demons.

Starting at level 6 you can spend 1 sorcery point to gain resistance to fire damage for an hour.

Starting at 14th level you can sprout flame wings and gain the ability to fly.

Family Weaponry

Your family has carried the Flame Bringer for centuries. Nobody knows how your family has gotten their hands on it, but you are all able to use it to cast incredible spells.

Water Weakness

Because of your demonic blood, you have a weakness to any form of water.

Hellish Resilience

As fire flows through your body, it causes physical traits of your demonic ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a layer of flames (don't do any damage). When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of fire type, 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 that damage type for 1 hour.

Flame Wings

At 14th level, you gain the ability to sprout fire from your back in the shape of wings, gaining a flying speed equal to your current speed. You can create this flame as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest this flame while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings must be destroyed when you manifest them.

This flame will not set anything on fire.

Demonic Presence

Beginning at 18th level, you can channel the dread presence of your demonic ancestor, causing those around you to become burnt. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fire (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Dexterity saving throw or take 1d10 damage until the fire ends. A creature that succeeds on this saving throw is immune to your fire for 24 hours.

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