Base Class: Sorcerer
In a the past of a burning soul, they experienced an ordeal so overwhelming that an ordinary person would be left with nothing but a shattered will. These few individuals managed to maintain their resolve even at the the breaking point of their mind. The amount of sheer will expressed by these people u unlocked a blazing magical force within them. Burning souls a are born in the fires of hardship and are unbreakable.
Potent Blaze
You have a pool of d6s. Once per turn, when you cast a spell that deals fire damage, you can roll the dice and add the result to the spell's damage against one of the targets. The number of dice in the pool is shown in the Potent Blaze table.
If a target takes only half damage from your spell as the result of succeeding on a saving throw, they take half of the extra damage dealt by this feature.
The maximum number of dice you can spend at once for a spell of 1st level or higher equals your Charisma modifier (minimum of 1). If it's a cantrip, the maximum number of dice you can spend at once equals half your Charisma modifier (minimum of 1).
When you spend one of these dice, it's unavailable until you finish a long rest.
Unyielding Fire
At 6th level, the magical flame of your will further enhances your body and soul. You gain resistance to fire damage.
Additionally, when you make a Wisdom saving throw, you can use your reaction and spend 1 sorcery point to make the roll with advantage.
Fight Until Ashes
At 14th level, you've learned that no wound can hold you down. When you are reduced to 0 hit points but not killed outright, you can choose to cause a fiery eruption to burst forth from your body. When you do, you gain the following benefits:
- You are not knocked unconscious, but you still make death saving throws and suffer the normal effects of taking damage at 0 hit points.
- Immediately when you use this feature, each creature within 10 feet of you must make a Strength saving throw against your spell save DC. On a failed save, a creature takes fire damage equal to twice your sorcerer level and is pushed 15 feet away from you.
- When you fail a death saving throw, you can spend 2 sorcery points to reroll it. You must use the new roll.
These effects last until you die or become stable. After becoming stable, you regain one hit point and gain one level of exhaustion. Once you use this feature, you must finish a long rest before you can use it again.
Resolute Inferno
At 18th level, your overwhelming determination manifests in the form of a fiery aura that envelopes you. As an action, you can spend 5 sorcery points to gain the following benefits for 1 hour or until you end it on your turn (no action required):
- Spells you cast that deal fire damage treat immunity to fire damage as resistance.
- You have advantage on Charisma (Intimidation) checks.
- When not wearing armor, you gain a bonus to your AC equal to your Charisma modifier.
- You have immunity to fire damage and resistance to cold damage.
- You shed bright light out to 60 feet and dim light for an additional 60 feet.
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