Sorcerer
Base Class: Sorcerer

The Hellfire

Your innate attunement to fire draws from an ancient power only know as The Hellfire. This violent power that fuels you is a mixed blessing. You can invoke the blue flames of The Hellfire through your magic to destroy anything that stands in your path, but this power comes at a cost. The power within you is volatile, seething, and demands to be unleashed.

The raw energy that rages within you can influence your actions, reactions, and even the ambient environment around you. Sorcerers of this origin are often feared for their volatility and the heat that follows them. Sputtering blue flames may sometimes even dance across the surface of your skin without a conscious effort.

Most importantly, this power comes with no magical protection from fire. You are as vulnerable as any other creature to the writhing Hellfire which burns within and without. There is no harnessing this power, you can only learn to direct it.

Quirks: (d6)
  1. You are always very warm to the touch
  2. Parts of your skin is always lightly dusted with ash
  3. Blue flames occasionally lick from your exposed skin
  4. You're covered with various small burns
  5. You carry an inescapable scent of smoke
  6. You slowly raise the ambient temperature around you 

Hellfire Soul

Starting at 1st level, you have darkvision with a range of 120 feet and everything you see in darkness is in a shade of blue.

In addition, your inner Hellfire, a powerful source of searing blue flame, begins to manifest. You learn additional spells when you reach certain levels in this class, as shown in the Hellfire Soul spell table. The spells count as a sorcerer spells for you, but they don't count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Sorcerer level Spells
1st produce flame,  hellish rebuke
3rd flaming sphere
5th fireball
7th fire shield
9th immolation

Cremation

Starting at 1st level, your blue fire burns hotter than the typical flame. The powerful flames seething within you ignore your target's resistance to fire damage and you can add your charisma modifier to one damage die roll when you cast a spell or cantrip that deals fire damage.

As an action, you can channel your inner flames to magically ignite a flammable object you touch with your hand -- an object such as a torch, a piece of tinder, or the hem of drapes. These flames are considered nonmagical.

Overhaul

Starting at 6th level, you can use your bonus action to unleash the searing blue flames within you, causing a roaring fire to emanate from and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action.

During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes fire damage equal to half your level (rounded up) and you take half of that damage. In addition, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level. 

Once you use this trait, you can’t use it again until you finish a short rest.

Hellfire Ascension

Starting at 14th level, you begin to understand the Hellfire within you and you now know its true volatility. Enemy fire immunity now becomes fire resistance against your flames.

Your flames are now powerful enough to propel your movements. You can shoot fire from your body and gain a magical flying speed of 80 feet.

Prominence Burn

At 18th level, you gain the ability to surpass the limits of your constitution, raising the heat of your flames beyond that which your body can handle. As part of casting a spell that deals fire damage you can choose to spend sorcery points equal to the spell's level (no action) to maximize the fire damage dice. As a consequence for superheating the spell beyond your typical limit, you take 1/4 of the the total fire damage.

Comments

Posts Quoted:
Reply
Clear All Quotes