hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 + your Constitution modifier
armor proficiencies:
None
weapon proficiencies:
Simple Weapons
tools:
saving throws:
Constitution, Charisma
skills:
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
One Flametooth
One spellcasting focus
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
spellcasting:
As a Sorcerer of Flame, your spellcasting is a bit different. You can only cast fire spells, and you can cast "unnamed" spells with fire (like saying you want the fire to blast someone, spread across the floor, cover an exit, etc) that have set damage. You can use these as much as you like unless otherwise specified.
Flamecasting: Each tier of Flamecasting you have unlocked boosts your abillity to use "unnamed" spells.
Tier 1: You have access to "unnamed" spells, and they deal 1d8+Cha fire damage as a straight attack or 2 burning as a AoE attack. The range is 30 feet, and the flame only lasts 10 seconds. You also have access to a more powerful flame attack (you can name it, but I call it fireball) that has a range of 60ft and deals 2d10 fire damage to all creatures within 5ft of the blast. You can only use this once per short rest.
class features:
Level 1: You have tier one Flamecasting unlocked.
Level 2: You have Fire Affinity, which treats all of your fire attacks as +1 weapons for the purpose of attack rolls and damage.
subclass options:
None
Level | XP | Flamecasting Tier | Abilities |
---|
1 | 0 | 1 | Spellcasting, Flamecasting |
2 | 300 | 1 | Fire Affinity (+1) |