Sorcerer
Base Class: Sorcerer

Elemental fire is in your blood. Your ancestor may have been a fierce and noble Efreeti hailing from the City of Brass, or perhaps you awakened to your abilities after a ritual to calm a raging volcano. However the origin of your powers, the often destructive and expansive force of fire is at your command. Some Ignan sorcerers are firebrands and arsonists, feared by their communities and infamous across the land. The element of fire is essential to civilization; forging, cooking, and light to illuminate the night, but there is always a fine line between salvation from cold and darkness and harbinger of destruction.

Based off of UA Phoenix Soul Sorcerer, but with some new twists and updated for 2024 ruleset.

Level 3: Ignan Spells

When you reach a Sorcerer level specified in the Ignan Spells table, you thereafter always have the listed spells prepared. In addition, you gain the cantrip Create Bonfire. It counts as a sorcerer spell for you, and does not count against your number of cantrips known.

 

Sorcerer Level

Spells

   

3rd

Burning Hands, Hellish Rebuke, Continual Flame, Flaming Sphere

5th

Fireball, Melf’s Minute Meteors

7th

Fire Shield, Wall of Fire

9th

Flame Strike, Immolation

Level 3: Ignite

At 3rd level, you gain the ability to start fires with a touch. As an action, you can magically ignite a non-magical flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. 

Additionally, whenever you cast a cantrip that deals Fire damage, you deal extra fire damage equal to your Charisma modifier.

Level 3: Mantle of Flame

At 3rd level, you learn to free the flames within you, radiating heat and light, like a living torch. Your hair or skin becomes red hot, and flames coat you like a blazing cloak. When you use a bonus action to activate Innate Sorcery, you gain several additional benefits for the duration.

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Any creature within 5 feet of you that hits you with an attack or successfully grapples you takes Fire damage equal to your Charisma modifier. Creatures that are grappling you also take this damage at the start of each of their turns.
  • Whenever you roll for an attack that deals fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Level 6: Lingering Burn

At 6th level, when a creature takes Fire damage from a spell you cast of 1st level or higher, you may use a Reaction to inflict a Burn upon a single affected creature. Burns deal 1d4 points of Fire damage at the start of each of the afflicted creature’s turns, and last for up to 10 minutes. Burns can be ended sooner if a creature spends their action to soothe the wound, casts a Lesser or Greater Restoration spell, or if the creature receives any form of healing. You may use Lingering Burn a number of times equal to your Proficiency Bonus, and regain all uses upon completing a Long rest. You may also spend 2 sorcery points to regain a use.

If a creature recovers from a Lingering Burn, they will always retain a scar in some form from their experience—a telltale sign that they encountered an Ignan sorcerer. Any creature reduced to 0HP from this ability is reduced to clumps of smoldering cinders.

Level 6: Heat Adaptation

By 6th level, your affinity and proximity to flame and heat has made your body supernaturally tolerant. You gain resistance to Fire damage, and take only half damage when traversing across burning surfaces or damaging difficult terrain such as lava, magma, or buildings on fire. Additionally, you can withstand environmental heat and temperatures up to 150F without any negative effects.

Level 14: Cauterizing Magic

At 14th level, your inner fire can cauterize wounds as well as cause them. When you spend Sorcery Points to use Metamagic options for your spells, you or a creature of your choice within 30 feet of you can gain Temporary HP equal to your 2 x your Proficiency Bonus.

Level 18: Lingering Burn

When you reach 18th level, your natural body temperature rises exponentially, your clothing and items constantly smell of burning material, ash or smoke may rise from your skin, and even your footfalls seem to leave steam or embers in their wake. Any who would dare to smother your flames are met with a rude awakening–a rekindling of explosive vitality. You gain several features.

  • Eternal Flame. You may cast the spell Continual Flame at-will without expending a spell slot or material components.
  • Innate Hellfire. When under the effects of your Innate Sorcery feature, your spells ignore Fire Immunity.
  • Burnout. When you are reduced to 0 HP, you may use a Reaction to burn a bit of your own essence in explosive fashion to remain standing. You regain HP equal to your Sorcerer level, but gain a level of Exhaustion, and force all creatures within 20 feet of you to make a Dexterity saving throw against your Sorcerer spell save DC. Creatures that fail are dealt 8d6 Fire damage, and those that succeed only take half. All creatures that take damage from this ability are also inflicted with a Lingering Burn.

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