Base Class: Sorcerer
Your innate magic comes from the power of elemental fire. Many with this power can trace their magic back to a near-death experience caused by an uncontrolled inferno, but perhaps you were born during a forest fire so destructive that folk still tell stories of it, or your lineage might include the influence of potent fire creatures such as efreeti or fire elementals. Whatever the case, the magic of flames permeates your being.
Flame sorcerers are as potent at fighting fires as they are at starting them. Their magic allows them to exert control over flames in their immediate area. Fireplaces, campfires, lamps, and candles are the light and heat sources of the era. Building fires and forest fires are an ever-present risk and are almost impossible to douse or contain if caught too late. A town that accepts a flame sorcerer without prejudice can rest easy with the knowledge that they have someone who could stop whatever a fire brigade cannot.
Fire Speaker
The arcane magic you command is infused with elemental fire. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Your deep connection to your element has imbued you with fire's innate ability to instill fear into others. This grants you proficiency in Intimidation.
You find that you can bend flames to your will. You learn the Control Flames cantrip. The size of the cube you can effect and the distance you can move the flames are both increased from 5 feet to 10 feet due to your deep connection to primordial fire. This does not count towards your number of known cantrips.
Reference: Wind Speaker
Flame Magic
You learn additional spells when you reach certain levels in this class, as shown on the Flame 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer, warlock, or wizard spell list.
Flame Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | burning hands, detect magic |
| 3rd | heat metal, continual flame |
| 5th | fireball, tongues |
| 7th | fire shield, freedom of movement |
| 9th | immolation, conjure elemental (Fire type summons only) |
References: Psionic Spells/Clockwork Magic
Merging Blaze
At 6th level, your elemental nature gives you resistance to fire damage and advantage on saving throws against being charmed or frightened.
References: Psychic Defenses/Heart of the Storm
Elemental Intuition
Beginning at 6th level, when you cast any spell of 1st level or higher from your Flame Magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
References: Psionic Sorcery/Waxing and Waning
Harnessed Convection
At level 14 you comprehend the nature of heat itself and learn to manipulate the air around you with your magical flames. You gain a flying speed of 30 feet and can hover.
References: Dragon Wings/Otherworldly Wings/Revelation in Flesh
One with the Inferno
At 18th level, you gain immunity to fire damage.
You can use a bonus action to spend 1 sorcery point to exert control over elemental fire and gain one of the following benefits of your choice. These benefits do not stack. If you use a new benefit before your prior use of a benefit has expired, the original effect will end and be replaced by the new one:
- Select a creature within 10 feet of you. This creature must make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the heat of your blaze causes the creature to drop whatever they are holding with their appendages. They are unable to pick up what they dropped until the end of their next turn.
- You enhance your innate awareness of the temperatures around you, their sources, and their fluctuations. You gain 30 feet of blindsight for 1 minute.
- Your primordial fire superheats the air around you and creates a cloud of steam. You create a 20-foot-radius sphere of steam with yourself at the center. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Reference: Wind Soul/Revelation in Flesh/Umbral Form
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