Fireheart Sorcerer

Fireheart Sorcerer

The arcane energies within you are a manifestation of raw primordial fire. Perhaps you were born in a border region between the Material Plane and the Plane of Elemental Fire. Or perhaps you trace your heritage back to a powerful Efreeti. You have an innate understanding of fire magic, and are able to manipulate it in the battlefield to great effect. Some sorcerers who claim this origin are consumed by pyromaniac urges, as their desire to burn and destroy overtakes reason. Others become references in the applied study of evocation magic. Whatever the circumstances, the control of embers comes as naturally to you as breathing.
 

Fireheart Origin Spells

Sorcerer Level Spells
1st burning hands or hellish rebuke
3rd aganazzar's scorcher or scorching ray
5th fireball or melf's minute meteors
7th fire shield or wall of fire
9th immolation or flame strike
11th investiture of flame or sunbeam

Fire Within

Your inner flame grants you aptitude in all forms of fire magic but you can't learn ice magics. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the bard, warlock, or wizard spell lists if the chosen spell deals fire damage in addition to any spell on the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. Spells that don’t deal fire damage must still be chosen from the sorcerer spell list, as normal. You cannot learn any spell that deals cold damage.
  Additionally, you can speak, read, and write Ignan.
 

Heart of Fire

Starting at 1st level, whenever you start casting a spell that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (rounded up).
 

Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage, and you can spend 1 sorcery point as a reaction to treat immunity to fire damage as resistance to fire damage.
 

Burning Blood

At 6th level, you gain the ability to partially control the heat and fire around you.
  You can use your action to dramatically increase the temperature in a 20-foot radius sphere centered on you. The heat is enough to make creatures sweat and make liquid simmer. During this effect, light flames dance across your body, and your eyes shed dim light in a 30 foot radius for 10 minutes. You may end this effect as a bonus action.
  Additionally, during this effect you can spend 4 sorcery points to make all of your attacks gain extra fire damage equal to half of your Sorcerer level. Any creature that hits you during this effect takes fire damage equal to your sorcerer level.
 

Fury of the Flame

At 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals twice your sorcerer level, and ignores resistance and immunity to fire damage.
 

Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, on your turn you can use your action to spend 10 sorcery points to create A massive burst of flames around you dealing fire damage equal to half of your hit points. The damage ignores both resistance and immunity

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