Sorcerer
Base Class: Sorcerer

The Blazing soul sorcerer channels the eternal flame of the phoenix coursing through their veins, wielding fire as both a destructive force and a tool of renewal. This subclass embraces the duality of the phoenix’s power, weaving fiery destruction into magic and rising from adversity with unmatched tenacity. As an Blazing soul, your magic doesn’t merely scorch—it lingers, hungers, and devours, growing stronger with each breath of flame.

Your fiery soul makes you a beacon of both power and resilience, reflecting the phoenix's cycle of destruction and rebirth. The flames within you are never extinguished, always eager to spread, consume, and reignite.

Level 3: Converging Embers

Your fiery magic clings to your enemies, hungering for more fuel. Whenever you deal fire damage to a creature using a spell of 1st level or higher, embers of your power latch onto them. These embers last until the end of your next turn or until they are triggered.

  • Triggering Embers: If a creature affected by your embers takes fire damage, the embers ignite, dealing additional fire damage equal to your sorcerer level.

Level 3: Blazing soul spells

The fire within you is not merely a tool of destruction—it is an extension of your very essence, a manifestation of the eternal phoenix. As your connection to this primal force deepens, your magic bends to its will, shaping itself into spells that reflect the flames within.

At the levels listed below, you gain access to additional spells that embody the raw power of fire, renewal, and destruction. These spells are always prepared for you, and they do not count against the number of sorcerer spells you know. If a spell is not normally a sorcerer spell, it is considered one for you.

Sorcerer Level Bonus Spells
3rd Burning Hands, Cure Wounds, Scorching Ray, Lesser Restoration
5th Fireball, Revivify
7th Wall of Fire, Fire Shield
9th Immolation, Greater Restoration

Level 6: Fiery Constitution

Once you reach 6th level, poisons and diseases will find purchase within your body especially difficult.

As an action, you can use 1 sorcery point to burn poisons (ending the poisoned condition on yourself) and diseases from your system, dealing 1d6 fire damage to yourself in the process. Additionally, you have advantage on saving throws made to resist being poisoned or resist contracting a disease.

Additionally, you gain resistance to fire damage.

Level 6: Potent Embers

Beginning at 6th level, your flames melt through all but the most resilient of foes. Whenever you cast a spell of first level or higher that deals fire damage, you can spend 1 sorcery point to bypass fire resistance for the spell, and empower your embers.

Empowered embers strip fire resistance from an affected creature and last until triggered.

Level 14: Explosive Pyroclast

Upon reaching 14th level even the most elementary of fire magic burgeons at your fingertips.

When you cast a spell that deals fire damage in an area, such as fireball, the area of the effect extends by 10 feet if it is a line or cone, 5 feet in the case of spells with a radius (for a total increase of 10 feet), and in the case of firestorm, you gain one extra 10ft square.

If you cast a spell that only targets one creature, all hostile creatures within 5 feet of them must make a Dexterity saving throw or suffer the spell's damage as it detonates in a 5 foot radius sphere.

Level 18: Devouring Flame

At 18th level your fire eats through everything, even the hides of fiends and the scales of dragons. When a creature would be Immune to fire damage of a Sorcerer spell or feature that you cast, it instead talks half damage as if it was resistant, this resistance can not be ignored.  

Additionally, your potent embers now make it so if a creature would be immune to fire damage, is not immune, and instead takes half damage this refreshes at the end of your turn, or the next time you deal fire damage to a creature with a spell that would apply your embers.

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