Flame Soul Sorcerer
Fire is raw energy, destructive and unbound. You share a connection with this primal force. For whatever reason, your soul is inexorably connected to the elemental force of fire. Was this connection forced upon you, or were you born with it? Do you resent your power or embrace it? Regardless, you may want to consider consulting the flame soul quirks table to determine how your connection with fire effects you. You might choose from the list or determine it randomly.
Flame Soul Quirks
d6 | Quirk |
---|---|
1 | Your eyes glow like smoldering embers. |
2 | You always smell faintly of smoke. |
3 | You are always surrounded by a slight warmth. |
4 | You enjoy watching objects burn. |
5 | You have trouble remembering that fire is dangerous. |
6 | Nearby flames change size depending on the intensity of your emotions. |
Flame Soul Features
Sorcerer Level | Feature |
---|---|
1st | Flame Soul Magic, Conduit of Flame |
6th | Blazing Form, Scorching Magic |
14th | Improved Blazing Form, Scorching Mastery |
18th | Scion of Flame |
Flame Soul Magic
1st-level Flame Soul feature You learn additional spells when you reach certain levels in this class, as shown on the Flame Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Additionally, you also know the produce flame cantrip, which counts as a sorcerer cantrip for you, but doesn’t count against the number of cantrips you know.
See last page for homebrew spells
Flame Soul Spells
Sorcerer Level | Spells |
---|---|
1st | burning hands, hellish rebuke |
3rd | flaming sphere, heat metal |
5th | fireball, flamelash |
7th | phoenix flight, wall of fire |
9th | conflagration, flame strike |
Conduit of Flame
1st-level Flame Soul feature Your body is naturally attuned to fire. This allows you to channel the power of fire magic using your own body as a conduit.
When you cast a spell that deals fire damage, you may use your own body as a spellcasting focus, as well as ignore any verbal components the spell might require. Additionally, you are resistant to fire damage.
Blazing Form
6th-level Flame Soul feature Starting at 6th level you gain the ability unleash the elemental energy within yourself, taking on a form empowered by your elemental connection.
As a bonus action you may enter blazing form, which lasts for 1 minute. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While in blazing form, you gain the following benefits:
- Your walking speed increases by 10 feet.
- Whenever a creature makes a melee attack against you they take fire damage equal to your Charisma modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Scorching Magic
6th-level Flame Soul feature Your ability to channel elemental energy makes your flames burn hotter.
When you cast a spell that deals fire damage, it ignores resistance to fire damage.
When an enemy takes fire damage from blazing form, it also ignores resistance to fire damage.
Improved Blazing Form
14th-level Flame Soul feature Your ability to unleash your elemental energy grows stronger.
While in blazing form, you gain the following additional benefits:
- You are immune to fire damage.
- You have a flying speed equal to your walking speed, and can hover.
Scorching Mastery
14th-level Flame Soul feature Your flames burn as hot as the fire within your soul, allowing your incinerate anything in your path.
When you cast a spell that deals fire damage, creatures with immunity to fire damage take half damage rounded down instead of no damage.
When an enemy takes fire damage from blazing form, creatures with immunity to fire damage take half damage rounded down instead of no damage.
Scion of Flame
18th-level Flame Soul feature Your power over flame reaches its peak. You can freely manipulate the elemental energy that flows through your body to incredible effect.
Blazing form no longer has a limited number of uses, instead you may use a bonus action to enter or exit blazing form an unlimited number of times. The duration of blazing form also becomes infinite, only ending if you fall unconscious, drop to 0 hit points, or die.
Credits
Created by Xetoe.
Art:
- "Fire Elf" by Even Amundsen
Page Layouts: From watercolors.giantsoup.com
Flame Soul Homebrew Spells
Flamelash
3rd level evocation
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You lash out with a tendril of flame at a creature you can see within range. The target must make a Strength saving throw. On a failed save the target becomes restrained by the tendril and takes 2d6 fire damage. A creature restrained by the tendril takes this spell's damage again at the end of its turn. A creature restrained by the tendril may repeat the saving throw at the start of its turn, ending the effect early on a success. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Phoenix Flight
4th level evocation
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You manifest great wings of flame, which burn anything nearby. You gain a flying speed of 60 feet and can hover for the duration. For the duration, you may, as a bonus action, force creatures within 10 feet of you must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. This ignites flammable objects in the area that aren't being worn or carried. When the spell ends, you fall if you are still aloft, unless you can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Conflagration
5th level evocation
- Casting Time: 1 Action
- Range: 200 feet
- Components: V, S, M (a bit of tinder)
- Duration: Instantaneous
You conjure a roaring inferno to ignite everything within a 30-foot-radius sphere centered on a point within range. Creatures in the area must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much on a successful one.
On a failed save the creature is set on fire for 1 minute. At the end of each of its turns, the creature repeats the saving throw. It takes 2d6 fire damage on a failed save, and manages to put out the fire on a successful one. These flames are nonmagical.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 10 feet for each slot level above 5th.