Base Class: Sorcerer
Your magical origin comes from a place of fire and heat. Perhaps you were born after your family escapes a great wild for or during an intense summer. Maybe one of your ancestors could have been a powerful ifriti. Regardless, fire and fire magic comes naturally to you. Many fear these mages, as an uncontrolled pyromancer can cause untold destruction if left unchecked. Even with this fear however, it is undeniable the value they have in times of war and conflict. Some pyromancers try to hide away from society to either protect others from their power or to learn how to control it without fear of hurting others. Others find themselves drunk with power and abuse the gifts the possess.
Heart of Fire
The fire you produce is greater and more powerful than that of a normal spell caster. Starting at 1st level, whenever you cast a spell that deals fire damage, you deal additional fire damage equal to your sorcerer level.
Additionally, your very touch can burn and set flammable material on fire. When you touch a flammable object that isn't being worn or carried, you can set it on fire. You can also choose to attack a creature by touching them. To do this, you make a touch attack. On a hit, the target takes fire damage equal to half your sorcerer level(minimum of 1).
Blood of Fire
Starting at 6th level, you have resistance to fire damage and spells that you cast ignore resistance to fire damage.
Additionally, your fire becomes strong enough to ignite magic itself. Whenever you successfully end a spell with dispel magic or counterspell, you cause the magic to burst into flame. If you can see the caster of the spell, the caster takes 1d6 fire damage * the level of the spell cast. If not, then creatures, objects, and structures within 5ft of the target take the same damage.
Will of Flame
You can attempt to force your will on the fire your foes use against you. Starting at 14th level, when you would be effected by a spell that deals fire damage, you can make a Charisma check against the casters spell save DC. On a success, you absorb the spell, negating any effect it would have had. You can then use your reaction to cast the spell as per the normal circumstances, provided it is of a level you have slots for. The spell uses your Charisma modifier as the spell casting ability. If you don't choose to cast or cannot cast the spell, you instead regain a number of sorcery points equal to the level of the spell.
Burning Soul
Starting at 18th level, you gain immunity to fire damage, and spells you cast treat immunity to fire damage as resistance. This resistance is not ignored by your Blood of Fire feature.
Additionally, you can spend 5 sorcery points as a bonus action to transform yourself into a burning, raging form. While in this form, you gain the following benefits.
- Creatures that start their turn within 10ft of you take fire damage equal to your Charisma modifier.
- Your touch attack deals 3d6 fire damage while in this form.
- Whenever a creature within 5ft of you hits you with a melee attack, that creature takes 1d8 fire damage.
- Abilities and spells you cast that deal fire damage now cause creatures to catch on fire. Creatures on fire in this way take 2d6 fire damage at the start of their turn. They can spend an action to put themselves out, ending the effect. This ability does not stack.
- You gain a flying speed of 60ft as you conjure jets of flame to propel you through the air.
While in this form, you take 2d10 points of necrotic damage at the start of each of your turns as your soul begins to slowly burn away. This damage cannot be reduced by resistance. If this damage would reduce you to 0 hit points, you immediately die and turn to ash. You can end this transformation as a bonus action on your turn.
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