Sorcerer
Base Class: Sorcerer

Through a twist of fate or the subtle touch of a flame spirit, you have an affinity with fire. While others see it as destructive and dangerous, you see it as fascinating and find the power it has alluring. You've always been drawn towards it and it seems to be drawn towards you as well. The flickering flames of candles become steady and tilt towards you, bonfires burn brighter when you are around, and you seem to sap the warmth from the air in any room you enter.

Individuals who have this gift are said to have blood of fire. They tend to be bold and reckless, facing their enemies head-on and without fear, and carry the same passion with their companions.

Signature Spells

Your obsession with fire as a child grants you the natural ability to control fire. You learn the cantrips: Control Flames, Create Bonfire, and Produce Flame. These spells improve at levels 6 and 14.

Fire Magic

Beginning at 1st level, you learn addition spells when you reach certain levels in this class, as shown on the Pyromancy 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.

Pyromancy Spells
Sorcerer Level Spells
1st Hellish Rebuke, Burning Hands
3rd Flame Blade, Heat Metal
5th Fireball
7th Wall of Fire, Elemental Bane (fire)
9th Immolation

Signature Spells Improvement

Your continued fascination with fire manifests in an increase in the ability of your signature spells at 6th level.

Control Flames now can affect 10-foot cubes, you can expand the flame 10 feet in one direction, and the changes you make to it's appearance last for 2 hours.

Create Bonfire now fills a 10-foot cube and can last for 10 minutes.

Produce Flame now is brighter, shedding bright light in a 20-foot radius and dim light for an additional 20-feet and lasts 1 hour. The attack range is extended to 60 feet.

Inner Fire

At 6th level, you gain resistance to fire and cold damage.

Signature Spells Improvement

The evergrowing firestorm around you causes an increase in the ability of your signature spells at 14th level.

Control Flames now can affect 15-foot cubes, you can expand the flame 15 feet in one direction, and the changes you make to it's appearance last for 3 hours.

Create Bonfire now fills a 15-foot cube and can last for 15 minutes.

Produce Flame now is brighter, shedding bright light in a 30-foot radius and dim light for an additional 30-feet and lasts 2 hour. The attack range is extended to 90 feet.

Fire Dance

At 14th level, the heat within empowers your step, granting an additional 10 feet to your speed.

As a bonus action you can blast jets of flame out of your feet. You gain a flying speed equal to your walking speed, and can hover. When you are flying, if you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. You can continue to fly until you're incapacitated, you die, or you dispel the flames as a bonus action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Thermal Equilibrium

At 18th level, you gain immunity to fire and cold damage as you've learned to perfectly match your internal temperature to that of your surroundings.

Fire Tyrant

At 18th level, you learn the Illusory Dragon spell. You must choose fire damage, and you can cast this spell without expending a spell slot, you can't cast that spell in this way again until you finish a long rest. You are unable to cast it with your spell slots.

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