Martial, Finesse, Vex Β· Green-Flame Blade: Fire, 3 Fire
Whip
Hit+3
Damage1d4+3 Slash
Reach10 ft
Martial, Finesse, Reach, Slow Β· Green-Flame Blade: Fire, 3 Fire
Fire Bolt
Hit+5
Damage1d10 Fire
Range120 ft
V/S Β· Cantrip Β· Generates Spark (1d2Γ·2)
Sorcerous Burst
Hit+5
Damage1d8 Acid
Range120 ft
V/S Β· Cantrip
Unarmed Strike
Hit+3
Damage2 Bludgeon
Passive Senses
Perception
12
Insight
12
Investigation
9
Conditions
Blinded
Charmed
Frightened
Grappled
Incapacitated
Invisible
Paralyzed
Poisoned
Prone
Stunned
Unconscious
Fever Pitch π₯
π₯ Sorcery Points
4 / 4
β¦ Cantrips (At Will)
Control Flames
Utility
Range: 60 ft
Time: 1A
Comp: S
Dur: Instant
Shape and control nonmagical flames up to a 5-ft cube. Can extinguish, expand, move, or change colour. No Spark generated.
Create Bonfire
DEX 13
Range: 60 ft
Time: 1A
Comp: V,S
Dur: Conc 1m
Creates a bonfire in a 5-ft cube. Creatures that enter or start their turn there make DEX 13 save or take 1d8 fire damage. +Spark (1d2Γ·2)
Sorcerous Burst
+5 ATK
Range: 120 ft
Time: 1A
Comp: V,S
Dur: Instant
1d8 acid (or other damage type you choose). On a 8, roll an extra d8.
Fire Bolt
+5 ATK
Range: 120 ft
Time: 1A
Comp: V,S
Dur: Instant
Ranged spell attack. 1d10 fire damage. Ignites flammable objects not worn/carried. +Spark (1d2Γ·2)
Green-Flame Blade
+5 ATK
Range: Self/5ft
Time: 1A
Comp: S,M
Dur: Instant
Make a melee attack as part of casting. If it hits, green fire leaps to another creature within 5 ft dealing 3 fire damage (at level 5: +CHA mod to main target too). +Spark if fire damage
β¦ 1st Level
Shield
Reaction
Range: Self
Time: 1 Reaction
Dur: 1 round
When hit by an attack or targeted by magic missile, gain +5 AC until start of your next turn (including the triggering attack). Also blocks magic missile.
Mage Armor
Utility
Range: Touch
Time: 1A
Comp: V,S,M
Dur: 8 hours
Protect a willing creature not wearing armour. AC becomes 13 + DEX modifier. Ends early if the target dons armour or you dismiss it.
Burning Hands β¦
DEX 13
Range: 15ft Cone
Time: 1A
Comp: V,S
Dur: Instant
Always Prepared (Ignition). 3d6 fire damage (half on save). Ignites flammable objects. Treats 1s as 2s (Elemental Adept). +Spark (1d4Γ·2)
Faerie Fire β¦
DEX 13
Range: 60 ft
Time: 1A
Comp: V
Dur: Conc 1m
Always Prepared (Ignition). Objects in 20-ft cube outlined in blue/green/violet light for 1 min. Attack rolls against affected creatures have advantage. Affected creatures can't benefit from invisibility.
β¦ 2nd Level
Dragon's Breath
DEX 13
Range: Touch/15ft Cone
Time: 1 Bonus A
Dur: Conc 1m
Touch a willing creature β it can use its action to exhale a 15-ft cone dealing 3d6 damage (your choice of type). DEX 13 save for half. +Spark if fire type (1d6Γ·2)
Pyrotechnics
CON 13
Range: 60 ft
Time: 1A
Comp: V,S
Dur: Instant
Choose a nonmagical flame within range. Either create blinding fireworks (CON 13 or blinded 1 round) or extinguish the flame and fill a 5-ft cube with smoke (heavily obscured for 1 min).
Blur
Defensive
Range: Self
Time: 1A
Comp: V
Dur: Conc 1m
Your body blurs. Attackers have disadvantage on attack rolls against you. Creatures with truesight or that don't rely on sight are immune.
β¦ 3rd Level (UNLOCKS AT SORCERER 5)
Scorching Ray π₯β¦
+5 ATK
Range: 120 ft
Time: 1A
Comp: V,S
Dur: Instant
Fire Affinity (Sorcerer 3). Create 3 rays of fire, each targeting a creature within range. Each ray: +5 ranged spell attack, 2d6 fire damage on hit. Treats 1s as 2s (Elemental Adept). +Spark (1d6Γ·2)
Heat Metal π₯β¦
CON 13
Range: 60 ft
Time: 1A
Comp: V,S,M
Dur: Conc 1m
Fire Affinity (Sorcerer 3). Choose a manufactured metal object. The creature holding or wearing it takes 2d8 fire damage and must drop it (CON 13 or disadvantage on attacks/ability checks). Bonus action to repeat each turn. +Spark (1d6Γ·2)
β¦ 5th Level (UNLOCKS AT SORCERER 9)
Fireball π₯β¦
DEX 13
Range: 150 ft
Time: 1A
Comp: V,S,M
Dur: Instant
Fire Affinity (Sorcerer 5). A bright explosion in a 20-ft radius sphere. 8d6 fire damage, half on save. Spreads around corners. Ignores resistance (Elemental Adept), treats 1s as 2s. +Spark (1d8Γ·2)
Protection from Energy β¦
Defensive
Range: Touch
Time: 1A
Comp: V,S
Dur: Conc 1h
Fire Affinity (Sorcerer 5). Grant a willing creature resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for the duration.
β¦ 7th Level (UNLOCKS AT SORCERER 13)
Wall of Fire π₯β¦
DEX 13
Range: 120 ft
Time: 1A
Comp: V,S,M
Dur: Conc 1m
Fire Affinity (Sorcerer 7). Create a wall of fire up to 60 ft long, 20 ft high, 1 ft thick β or a 20-ft diameter ring. One side (your choice) deals 5d8 fire damage to creatures passing through or starting their turn in it. DEX 13 halves. +Spark (1d8Γ·2)
Fire Shield π₯β¦
Defensive
Range: Self
Time: 1A
Comp: V,S,M
Dur: 10 min
Fire Affinity (Sorcerer 7). Wreathed in flames. Warm shield: resistance to cold, attackers take 2d8 fire damage. Cold shield: resistance to fire, attackers take 2d8 cold damage. +Spark (1d8Γ·2) if warm shield
β¦ 9th Level (UNLOCKS AT SORCERER 17)
Immolation π₯β¦
DEX 13
Range: 90 ft
Time: 1A
Comp: V
Dur: Conc 1m
Fire Affinity (Sorcerer 9). Flames engulf one creature. DEX 13 or 8d6 fire damage and burning for 1 min (3d6 fire at start of each turn, repeat save to end). While burning, creature sheds bright light 30 ft. +Spark (1d10Γ·2)
Flame Strike π₯β¦
DEX 13
Range: 60 ft
Time: 1A
Comp: V,S,M
Dur: Instant
Fire Affinity (Sorcerer 9). A vertical column of divine fire in a 10-ft radius, 40-ft high cylinder. DEX 13 or 4d6 fire + 4d6 radiant damage (half on save). Fire portion ignores resistance (Elemental Adept). +Spark (1d10Γ·2)
Slot Recovery
β οΈ OVERLOAD! Your Spark exceeds maximum β Overload consequences apply!
Divine Spark
0
/ 14 Maximum
Flame Bonus: +0 dmg/die
Roll Spark Gain
Cantrip
1d2 Γ· 2β
0β1 Spark
1st Level
1d4 Γ· 2β
1β2 Spark
2ndβ3rd Level
1d6 Γ· 2β
1β3 Spark
4thβ5th Level
1d8 Γ· 2β
1β4 Spark
Spark Effects Table
Spark
Flame Bonus
Effect
0β3
+1 dmg/die
Stable
4β6
+2 dmg/die
Heated
7β9
+3 dmg/die
Blazing
10+
+4 dmg/die
Critical
14+
β
OVERLOAD
Active Cooling
As an action, roll 1d4. Make a CON save (DC = 10 + Divine Flame Bonus).
Success: Reduce Spark AND HP by the 1d4 amount. Failure: Gain 1 Spark instead (backfire).
Short Rest: Spend Hit Dice to cool. For each HD spent, reduce Spark by 1d4 instead of healing. Long Rest: Automatically lose all Spark.
Overload (Spark > 14)
Step 1: Reset death saves, then permanently mark one death saving throw space in red.
Step 2: Check total red saves and apply corresponding consequence (DM determines severity).
Skills
Acrobatics
DEX
+3
Animal Handling
WIS
+0
Arcana
INT
β1
Athletics
STR
+1
Deception
CHA
+5
History
INT
+1
Insight
WIS
+2
Intimidation
CHA
+3
Investigation
INT
β1
Medicine
WIS
+0
Nature
INT
β1
Perception
WIS
+2
Performance
CHA
+3
Persuasion
CHA
+5
Religion
INT
β1
Sleight of Hand
DEX
+3
Stealth
DEX
+3
Survival
WIS
+0
Everflame Features
Sorcerer 1 Β· Everflame
Ignition
Your magic burns with dangerous intensity. You always know your current Spark. You learn Burning Hands and Faerie Fire as always-prepared bonus spells. As a bonus action, you can create a small flame (bright 10 ft, dim 10 ft) lasting 1 hour β no Spark generated.
Sorcerer 1 Β· Everflame
Divine Spark
Max Spark: 14 (10 + Sorcerer level). When you cast a fire damage spell, roll for Spark intensity. Your Spark affects fire magic potency (Divine Flame Bonus = Spark Γ· 3, rounded down). Exceeding max Spark causes Overload.
Sorcerer 1
Font of Magic
You have 4 Sorcery Points that you regain on a long rest. You can convert them to spell slots or sacrifice spell slots for sorcery points as a bonus action.
Sorcerer 3 Β· Metamagic
Careful Spell
Spend 1 sorcery point to choose up to 3 creatures that automatically succeed on the saving throw of a spell you cast. They still take half damage on spells that deal half on save.
Sorcerer 3 Β· Metamagic
Twinned Spell
Spend sorcery points equal to a spell's level (1 for cantrips) to target a second creature in range with the same spell, as long as it can't normally target more than one creature at that level. Note: Doubles Spark generation for fire spells.
Variant Human
Elemental Adept (Fire)
Your fire spells ignore resistance to fire damage. When you roll damage for a fire spell, treat any 1 on a damage die as a 2.
Variant Human
Mobile
Speed increases by 10 feet (total 40 ft). When you use the Dash action, difficult terrain doesn't cost extra movement. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether or not you hit.
Background Β· Noble
Noble Background
Proficiencies: History, Persuasion. Tool proficiency: Darts. Languages: Common, Common Sign Language, Elvish. You have high-born connections and are treated as a peer by nobility in many lands.