Base Class: Sorcerer
You draw power from the elemental plane of fire and it flows through every vein of you.
People knowing you will experience your blazing character. Things you do, you do with all of your heart.
Fire Soul Magic
1st-level Fire Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Fire Soul 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.
Fire Soul Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | burning hands, absorb elements |
| 3rd | scorching ray, flaming sphere |
| 5th | fireball, elemental weapon |
| 7th | fire shield, elemental bane |
| 9th | flame strike, immolation |
Absorb Elements
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type or fire, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Elemental Weapon
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Any fire damage delt by this spell is considered for all purposes as dealt by whoever spent a Spell Slot for it.
You may instead use sorcerer points to make it last on a weapon until you cast it that way on another weapon. If you cast it that way you do not need concentration to keep it up. The amount of sorcerer points you spend determine the level of the spell. 5 Sorcery Points = 3rd level, 9 Sorcery Points = 5th level and 11 Sorcery Points = 6th level. The damage type must be fire, if you cast it that way.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Fire Shield
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield. It also deals that damage if any creature gets within 10 feet of you willingly and you may use it to make an opportunity attack with it.If you are already affected by this spell you may cast with any spell slot to increase the damage by 1d8 as a bonus action. The "total" spell level may not exceed the highest spell slot you have.
At higher levels: For each slot above the 4th slot the damage increases by 1d8.
Fire Avatar
1st-level Fire Soul feature
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with shields and martial weapons.
You start with a flaming sword counts as magical martial weapon with the finesse and light property that deals 1d6 fire damage on hit. You may use it as your spellcasting focus and you can make the somatic components of a spell with it. Alternately you may create your spellcasting focus out of any weapon you are proficient with, that is able to deal fire damage.
As a bonus action you can call upon your connection to the elemental plane of fire and become a fire avatar. In this form you are resistant to bludgeoning, piercing, and slashing damage and you get immunity to fire damage. If you deal fire damage while in this form, you deal additional 1d4 fire damage and you apply the burning condition. This form lasts for 10 minutes or until you dispel it (as a free 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.
Burning Out
6th-level Fire Soul feature
Your max HP is reduced by your sorcerer level and you get resistance to fire damage.
When you cast a spell as an action that deals fire damage, you may cast a cantrip that deals fire damage as part of the same action.
As a bonus action you can lit any object that can take fire damage at will wich isn't larger then a 15 feet cube and isn't worn. And you can extinguish any fire as a bonus action that affects anything withing a 15 feet cube or a 30 feet square on the ground. Both options have a range of 120 feet. (The affected area doubles at level 14)
When you are in your avatar form you heal for any fire damage you would take without immunity or resistance. You can select yourself as target for any of your fire damage spells or effects, that would otherwise affect a creature within 10 feet of you. The bonus damage of the avatar form also heals you. Additionally you get a flying speed equivalent to your movement speed for the duration and you can hover.
You regain all uses of your avatar form, when you finish a short rest.
Fire born
14th-level Fire Soul feature
You ignore resistance and treat immunity to fire damage as resistance to fire damage.
You gain immunity against fire damage and you cannot be affected by any negative effect heat or smoke could cause. Anything you wear cannot burn or take damage from fire.
When you role for initiative you may cast fire shield (fire) as a free action without expending a spell slot.
Fire Lord
You treat immunity to fire damage as resistance to fire damage.
You may become the Fire Avatar at will and become one size larger. If you do so you get +5 on intimidation checks while in this form and the bonus damage is increased to 2d4.
When you change form into the Fire Avatar and choose to become larger, every hostile creature who can see you musst succeed on a Wisdom Saving Throw against your Spell Save DC. If it fails it becomes frightened for 1 minute or until it succeeds on another Wisdom Saving Throw at the end of every of its turns. Each creature can only be affected by this feat every 24 hours.
Previous Versions
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