Wizard
Base Class: Wizard

These are dark times. Humanity stands on the brink of extinction. We will carry fire into that darkness - a beacon to guide the way, and a pyre to consume our great enemy.

The Light saved us from death and forged us into weapons. We seek to understand it, to embrace it, to consume and be consumed by it. We hope to become radiant.

Our fellow Guardians need our power. Our civilization needs our strength.

Radiance

Beginning at 2nd level, you can unleash the solar light that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

Upon activation gain 1d6 temp HP.
You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
When dealing fire damage during radiance add an extra 1d4 of radiant to the roll. This damage increases to 2d4 at 6th level and then 3d4 at 14th

Once you use this feature, you can’t use it again until you finish a long rest. At 10th level this changes to once per short rest.

Ember of Ashes

Beginning at 2nd level, when you deal fire damage with a spell or cantrip, the target must make a Dex saving throw or be inflicted with "Scorch", on a fail additionally taking 1d4 fire damage at the start of their turn for 2 turns.

Scorch save DC equals 8+Prof Bonus+ intelligence modifier.

Ember of Searing

As a practiced wielder of the flame, the fire’s heat no longer bothers you. Beginning at 6th level you are Resistant to Fire damage, and any Fire damage you inflict upon others ignores their Fire Resistance, should they have it.

If you have chosen the Elemental Adept: Fire feat, this Passive also ignores Immunity to Fire damage.

Ember of Char

Starting at 10th level, whenever you hit a target affected by scorch with a fire spell, the target ignites, dealing 1d8 fire damage to the target and enemies in a 5-foot radius.

Additionally, while in radiance, the ignition damage applies scorch to targets hit by it with the first turn of Scorch now dealing 1d6.

Ember of Mercy

Your Fire spells soothe and restore you. When you expend a Spell Slot to cast a Spell that includes a Fire damage roll,
you regain Hit Points equal to the level of the spell slot used to cast the spell + your Intelligence modifier.
These hitpoints can overflow past your max hp granting temporary hit points with a max cap equal to your proficiency bonus.

Heat Rises

At 14th level, you have mastered your solar light, gaining a flying speed equal to 5 less than your current walk speed. You can activate this ability as a bonus action on your turn. It lasts until you dismiss them as a bonus action on your turn. While airborne gain a bonus to AC equal to intelligence modifier.

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