The primal forces of the Elemental Plane of Fire has suffused you with magic. This almost certainly manifests as more than just an affinity for fire magic; it likely affects your personality and outlook on life.
Sorcerers of this origin are typically known for their passion, creativity, spontaneity, inspiration, and competitive spirit. They tend to crave adventure and excitement, and may struggle to control their temper or to be proactive and considered rather than reactive and volatile.
Your sorcerous specialization ensures that you always have certain spells at the ready.
When you reach a Sorcerer level specified in the Elemental Fire Magic Spells table, you thereafter always have the listed spells prepared. They are Sorcerer spells for you and do not count against your Prepared Spell limit.
If an Elemental Fire Magic Spell requires you to choose an element when you cast it, you must always choose Fire.
Font Fueled. You can cast spells from this list at their lowest level without a spell slot or spell components other than costly materials, by spending Sorcery Points equal to the spell's level (cantrips cost 0 Sorcery Points).
Sorcerer Level | Spells |
---|---|
|
Burning Hands, Heat Metal, Produce Flame, Scorching Ray, Searing Smite |
|
Elemental Weapon, Fireball |
|
Summon Elemental, Wall of Fire |
|
Conjure Elemental, Flame Strike |
You have an intuitive ability to speak and read Ignan, and Fire Elementals feel an affinity towards you. The initial disposition of Fire Elementals towards you is one category better than it normally would be, and they will not deliberately attack you directly or indirectly unless their disposition changes to hostile.
However, the initial disposition of Water Elementals towards you is one category worse than it normally would be.
You have Advantage on Initiative rolls and Intimidation checks. Additionally, you can take the Dash action as a Bonus Action during your turn, and you may walk and stand on burning surfaces including molten lava as if it were harmless solid ground.
You have Resistance to Fire damage. Additionally, after rolling for Initiative you can discard your rolled die and instead use your Charisma score as your die roll result. Once you have used this option you must finish a Long Rest before you can use it again.
When you cast Summon Elemental and choose Fire, you can modify it so that it doesn't require Concentration. If you do so, the spell's duration becomes 1 minute for that casting, and when summoned the Elemental has a number of Temporary Hit Points equal to your Sorcerer level plus your Charisma modifier.
In addition, the first time each turn the Elemental hits a creature it deals extra Fire damage equal to your Charisma modifier (minimum 1).
You are Immune to Fire Damage.
Additionally when you would take Fire damage were it not for your Immunity, you can choose to regain Hit Points equal to the amount of damage. Once you have used this ability, you must finish a Short or Long Rest before you can use it again.