# Sorcerous Origin: Flame
Your innate magic is drawn from the Elemental Plane of Fire. Often these sorcerers can trace their descent into mighty Fire Genasi, a people touched by the element of fire itself. While flame can be a powerful tool for these sorcerers, it can also be very dangerous to its wielders, if left unchecked.  

### Born of Flame

As a Sorcerer who draws their power from the Elemental Plane of Fire, you have an innate connection to its inhabitants and the element of fire itself.

When you choose this subclass at 1st level, you gain the following benefits:

**Fire Affinity** You have resistance to fire damage.

**Heritage of Flame ** You understand and speak ignan. Additionally, whenever you make a Charisma check while interacting with inhabitants of the Elemental Plane of Fire, your proficiency bonus is doubled, if it applies to your check.

**Luminescent Form** As a bonus action, you can shed bright light in a 30 foot radius and dim light in an additional 30 feet radius. You can stop this effect with a bonus action.

### Mantle of Flame
You are so familiar with the element of fire that you have learned to surround yourself with it and draw power from it.

Starting when you choose this subclass at 1st level, you can use a bonus action to surround yourself with a Mantle of Flame. The mantle lasts for 8 hours. You can also use a bonus action to deactivate it.

The Mantle is powered by charges. When you first activate it, it has no charges. Whenever you deal fire damage to one or more creatures with a spell or a cantrip, the Mantle gains a number of charges equal to the spell's level. Cantrips count as 1st level spells for this purpose. The Mantle's maximum amount of charges equals your Sorcerer level + your Charisma modifier. The charges last until expended or until you finish a short rest.

**Fiery Form** When the Mantle is active, any creature that hits you with a melee attack takes fire damage equal to the Mantle's current number of charges.

**Rising Heat** When the Mantle is active and you cast a spell or a cantrip that deals fire damage, you can add a bonus to one of its damage rolls equal to the Mantle's current number of charges.

**Molten Foothold** While your flame mantle is active, you can move across vertical surfaces without falling during the move. Using this feature leaves molten and burned footmarks on the surface that you move across.

**Proximity Burn** When your Flame Mantle is active and has charges, you can use an Action to channel the power of the Mantle into your hands, and burn whatever you touch into a crisp. When you do so, choose the number of your Mantle's charges you wish to expend. Then make a melee spell attack against a creature. On a hit, the target takes 1d6 fire damage for each charge that you spent. You can also use this feature without targeting another creature. In this case, the charges are expended and you suffer the damage instead.

**Explosive Overload** Flame is a dangerous weapon, and it can easily start running wild, escaping its master's control. If the number of charges on your Mantle of Flame exceeds its maximum, the Mantle overloads. When this happens, you and your surroundings are engulfed in a fiery explosion. You and all creatures within 20 feet of you take 1d10 of fire damage for each charge that your mantle had, unless they succeed on a Dexterity saving throw against your spell save DC to halve the damage. You automatically fail this saving throw. After this, your Mantle of Flame is deactivated and all of its charges are expended.

Once you have activated your Mantle, you can't activate it again until you finish a long rest.


### Cauterization
Starting at 6th level, you have learned to use flames to cauterize your wounds and keep yourself in the fight. When you cast a spell or cantrip that deals fire damage, you can spend 1 sorcery point and use a bonus action to regain an amount of hitpoints equal to the spell's level + your Charisma modifier.


### Blinding Flame
At 14th level, you gain the ability to momentarily blind an attacker with your bright, flaming presence.

As a reaction, you can use a sorcery point to impose disadvantage on an attack roll, if the attacker is within 10 feet of you.

### Immolation
At 18th level, your mastery over flames lets you immolate your foes and set them ablaze with your fiery fury.

When you cast a spell or cantrip that deals fire damage, you can choose to spend up to 5 sorcery points to immolate creatures that the spell deals damage to. When you do so, each targeted creature must make a Constitution saving throw. On a failed save, a creature ignites. Until an ignited creature uses an Action to douse the fire, at the start of each of its turns it takes fire damage equal to your Charisma modifier multiplied by the amount of sorcery points spent.

>##### Sorcerous Origin : Flame
> Subclass for the Sorcerer in 5th Edition Dungeons and Dragons
>
> by u/villevmDM

> Twitter @VilleVarisGD
>
>PDF form by Homebrewery https://homebrewery.naturalcrit.com/




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<div class='footnote'>PART 1 | FANCINESS</div>