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. *

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.

(* 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. )

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 14th level in this class. When you reach 14th 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'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.

Through the Flames

Upon reaching 14th level this this class you have refined your connection to fire. As an action you may choose to meditate, which requires concentration as if concentrating on a spell, up to a maximum of 10 minutes. During this time you will be able to sense all sources of fire within a number of miles equal to twice your Charisma modifier. You will learn where fire is in relation to you such as direction and distance and whether it is natural fire or magical or part of a creature should a creature just naturally give off flames. You will also sense Fire Elementals. While in this meditation you can spend a bonus action on your turn to create a sensor, that is shaped as a sphere with 1 inch diameter, in any location of flame or fire that you can sense that is not part of a creature. This sensor is invisible and intangible: things pass through it. While this sensor is in place you can spend an action on your turn to see or hear or both through that sensor until the end of your next turn, as if you were in its place but you become deaf (if you chose to hear) and blind (if you chose to see) in regard to your own senses while you do so. On your turn as a bonus action you can move the sensor to anywhere within the flames you sense but the sensor can only be in a space that is fully immersed in fire. If the fire the sensor is in is extinguished the sensor will immediately move into any adjoining fire that remains or be dismissed if there isn't any. Once a sensor is dismissed you immediately stop seeing or hearing through it and your own senses return to normal. You can dismiss the sensor as a bonus action. The sensor being dismissed does not end the meditation.

Creatures that are able to see invisible things can see your sensor which looks to them like an eye made of fire but as this will be within fire it remains hard to see, requiring a check: any passive or active Perception checks must succeed against a DC equal to your Spell Save DC in order to see it.

The sensor is considered Divination magic and anything that blocks Divination magic or such sensors can block your sensor but nothing can prevent your sensing of the fires, however.

While seeing through the sensor you may use an action to spend sorcery points equal to 2 plus the number of miles away the sensor is from you, rounded up. When you do so you appear to be engulfed in harmless flame as you teleport either to the space containing the sensor if you can fit into it or any unoccupied space you could see that is within 10 feet of it, as you travel through your connection to that place, commanding the element of fire to take you there. Once you teleport the sensor is dismissed and the meditation ends. Once you have used this feature to teleport in this way you cannot do so again until you complete a short rest.

Master of Flames

At 18th level in this class you have mastered fire and gain the following benefits:

As an action you can spend 1 or more Sorcery Points up to a maximum equal to your Charisma modifier to summon any number of Elemental creatures whose combined Challenge Ratings are equal to or less than the number of Sorcery Points spent. You must concentrate as if concentrating on a spell and any summoned creatures will immediately disappear if your concentration breaks. The creatures must be of the Elemental creature type and must have immunity to Fire damage. The summoned creatures also disappear when they drop to 0 hit points. You can also use an action to dismiss individual creatures causing them to disappear. The summoned creatures are friendly to you and your companions for the duration. Roll initiative for the summoned creatures as a group, which have their own shared turn. The summoned creatures obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions. This lasts for 1 hour after which the effect ends and any summoned creatures disappear.

You have advantage on any Charisma-based social ability checks when interacting with creatures that are native to the Elemental Plane of Fire.

Any fire damage you deal from a spell you cast, even from a magic item, may ignore immunity to fire damage and fire damage dealt is halved instead.

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