Sorcerer

Emberheart

Your power draws from the immortal flame, a deep connection between your soul and the power of elemental fire. Perhaps your ancestors rendered a phoenixz a great service, or your lineage might include a potent elemental from the Plane of Fire, or perhaps you were born during a raging firestorm that imprinted itself and still burns within you to this day.

That power is a mixed blessing. The fire within you seethes, demanding to be unleashed. You tend toward impatience and making snap judgments and you sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

Emberheart sorcerers are often wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, an emberheart sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and emberhearts have a reputation (deserved or not) for reckless behavior, confident that the immortal flame can save them.

Emberheart Quirks

d6 Emberheart
1 You absentmindedly ignite small fires that quickly sputter out.
2 You cackle like a fiend when you unleash your fire spells.
3 You admire fire, even if it burns your friends.
4 You are covered in burns that mark the first time your power manifested.
5 You like your food charred.
6 You are brave to the point of recklessness.

Mantle of Flame

At 1st level, your connection to elemental fire grants you certain benefits. As a bonus action, you magically wreathe yourself in a vortex of swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius around you, and dim light for an additional 30 feet.
  • If any creature touches you or hits you with a melee attack from within 5 feet of you, they takes fire damage equal to your Charisma modifier.
  • Once per turn, when you cast a spell or use a class feature that deals fire damage, you can add your Charisma modifier to the damage rolls of that spell or feature.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Flame Speaker

Your blood is infused with the magic of elemental fire. You can speak, read, and write Ignan. This allows you to understand and be understood by those that speak Primordial and it's dialects: Aquan, Auran, and Terran.

In addition, you gain the ability to start fires with a touch. As an action, you can 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.

Fire Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Fire Magic table. The spells count as sorcerer spells for you, and don’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or evocation spell from the sorcerer, warlock, or wizard spell list.

Fire Magic

Sorcerer Level Spells
1st Burning Hands, Hellish Rebuke
3rd Flaming Sphere, Scorching Ray
5th Fireball, Minute Meteors
7th Summon Elemental (Fire only), Wall of Fire
9th Flame Strike, Immolation

Wildfire

At 6th level your inner flame begins to burn more intensely. When you reduce a creature to 0 hit points with a spell of 1st-level or higher that deals fire damage, you can use you reaction and spend 2 sorcery points to cause the creature to explode. Creatures within 10 ft. must succeed on a Dexterity saving throw or take fire damage based on the slain creature's size. On a successful save they take no damage.

Small creatures deal 1d6 fire damage, and for each size category above small the explosion deals an additional 1d6 damage. This ability has no effect on Tiny or smaller creatures.

Radiant Heat

Also at 6th level, the inferno within spills out and effects the environment around you. You, and any creatures within a 20-foot radius of you, is protected from the negative effects of cold weather.

As an action, you can dramatically increase the temperature in a 20-foot radius around you for 1 minute. You have advantage on intimidation checks made on creatures within the area, and any creature (other than you) who remains within that radius for the full minute must succeed on a Constitution saving throw or gain one level of exhaustion. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage and creatures naturally adapted to hot climates are unaffected by this heat. They automatically succeed on the saving throw, and you don't gain advantage on intimidation checks against these creatures.

Once you raise temperature in this way, you cannot do so again until you finish a long rest.

Rejuvenating Flame

Starting at 14th level, you connection to the elemental plane of fire strengthens, and your body is restored by flames. When you cast a spell of 1st-level or higher that deals fire damage, you can choose to regain hit points equal to the slot's level + your Charisma modifier.

In addition, while under the effect of Mantle of Flame, any spells or effects you create ignore resistance to fire damage. If you have resistance to fire damage, then your resistance is unaffected.

Heart of the Inferno

At 18th level, you fully master the spark of fire that dances within you. You can use your Mantle of Flame twice and regain all expended uses on a short or long rest. While under the effect of your Mantle of Flame feature, you gain additional benefits:

  • You are immune to fire damage.
  • Any spell or effect you create treats immunity to fire damage as resistance to fire damage. Your fire immunity is unaffected by this.
  • The damage from your Wildfire explosions deals an additional 1d6 fire damage
  • As an action, you can spend 3 sorcery points to teleport in a blazing line of flame to a space within 60 feet. Each creature in a 5-foot wide line between your starting position and destination must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.