Base Class: Sorcerer
Your innate magic comes from the power of elemental fire. Few are born with such an intense connection to fire as you. Flames never seemed to burn you as a child and you never seemed to sweat or complain of intense summer heat. And in the winter time, you always found yourself lighter dressed than others.
But once you discovered your ability with fire, it all became clear. Fire has been a part of you for your entire life, and now you have the power to wield it as a weapon.
Flame Speaker
Your connection to primordial flame has affected how you speak. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects. Your elemental connection has also made you proficient with Intimidation.
Infernal Protection
Starting at 1st level, you can call upon your inner fire to protect you for a short time. As a bonus action, you get +1 to your Armor Class for 1 minute. You cannot use this feature again until you complete a short rest.
Living Flame
At 6th level, you gain resistance to fire damage. In addition, whenever you start casting a spell of 1st level or higher that deals fire damage, fire magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level.
The Fire Within
At 6th level, you gain the ability to subtly control the heat of creatures and objects around you. You can heat or cool any object or willing creature you touch to room temperature at will. You can also heat a paralyzed living target enough to remove its paralysis.
Additionally you can also use an action to infuse or absorb enough heat to deal damage or heal yourself.
Infuse with Heat
As an action you can fill a target you touch with intense heat. You can spend any number of sorcery points to deal 1d6 fire damage per sorcery point to the target you touch. Should you deal fire damage equal to twice your spell save DC, it instead bursts into flame, dealing 2d8 fire damage to itself and all targets that are within 5 feet of it every 6 seconds until its flames are snuffed out.
Absorb Heat
As an action you can suck the heat from a warm living target you touch. You can spend any number of sorcery points to heal yourself for 1d6 per sorcery point spent. Should you heal yourself equal to twice your spell save DC the target must make a Constitution saving throw or it becomes paralyzed. It cannot be resuscitated except through healing.
You cannot perform either of these actions again until you complete a long rest.
Molten Touch
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker drops their weapon if they are wielding one. It cannot be picked for until the end of their next turn.
Rise of the Phoenix
At 18th level, you gain immunity to fire damage and magical flying speed of 60 feet.
Additionally, when your HP falls to zero, you release an explosion of flame. Targets within 20 feet of the explosion must make a Dexterity saving throw or suffer 5d10 fire damage. Should this explosion bring another target's HP to zero, you are immediately revived with 1 HP remaining and if you are falling you immediately stop.
You cannot use this ability again until you complete a long rest.
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