Spellfire Channeler
Bonus Spells
You learn extra sorcerer spells when you choose this archetype. You learn the cantrip produce flame and the spells detect magic and identify. These are sorcerer spells for you, but they don’t count against your total number of spells known as shown on the Sorcerer Table. You don’t need to provide a material component when casting identify with this class feature. In addition, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.Channel Spellfire
At 1st level when you choose this sorcerous origin, you gain a set of abilities that are fueled by special dice called spellfire dice.Spellfire Dice. You have two spellfire dice, which are d10s. A spellfire die is expended when you use it. You regain all of your expended spellfire dice when you finish a long rest. You gain another spellfire die at 5th level, another at 9th level, again at 13th level, and one more at 17th level. At 11th level, your spellfire dice becomes d12s instead of d10s. If you are in an area where spells are suppressed or cannot be cast (such as an antimagic field spell), you cannot use spellfire dice.
Expending Multiple Spellfire Dice. At 1st level, you can only expend 1 spellfire die per turn. Once you reach 6th level, the maximum number of spellfire dice you can spend per turn equals your proficiency bonus. However, whenever you spend 2 or more spellfire dice in a single turn, if the total number of spellfire dice spent exceeds your Constitution modifier, you must make a Wisdom saving throw against a DC equal to 15 + the number of spellfire dice spent. If you fail, you and any creatures within 10 feet take fire damage equal to half your level + your proficiency bonus and force damage equal to half your level + your proficiency bonus.
Using Spellfire Dice. You can expend spellfire dice to gain a number of different benefits:
- When you take cold damage or damage from a spell, you can use your reaction to expend 1 or more spellfire dice and regain hit points equal to the total number rolled on your spellfire dice.
- When you are hit by a ranged weapon attack, you can use your reaction to expend 1 or more spellfire dice in an attempt to melt or burn the projectile before it strikes. When you do so, the damage you take from the attack is reduced by your level + your total spellfire dice roll. If you reduce the damage to zero, the
- projectile is assumed to have been consumed by flame before it even reached you.
- Whenever you inflict fire damage with a spell or cantrip, you can use your bonus action to expend 1 or more spellfire dice to inflict extra damage against one target of that fire damage (even if that target took no fire damage due to immunity). The target takes force damage equal to your total spellfire dice roll, and you can push the target up to 10 feet away from you. When you reach 5th level, you can choose a second target (if possible). At 11th level, you can choose a total of three targets; at 17th level, the total number of targets you can choose increases to four.
- As an action, you can expend 1 or more spellfire dice to heal a creature you touch for a number of hit points equal to your total spellfire dice roll.
Drain Magic
At 1st level, when you touch a magic item that is consumable (like a potion or scroll) or which uses charges (like a wand), you can attempt to drain some of its magic. As an action, you drain one use or charge from an item within 5 feet. If it can only be used once normally (like a potion of healing), it is fully drained. A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper). An item with multiple charges loses only one charge. A creature gets to make a Wisdom saving throw (DC = 8 + your proficiency bonus) to prevent an item it is holding or carrying from being drained. When you successfully use your action to drain magic from an item with this feature, you can use a bonus action to regain one expended spellfire die. You can use this feature a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.Absorb Magic
At 6th level, you learn the counterspell and dispel magic spells if you don’t already know them. These are sorcerer spells for you, but they don’t count against your total number of spells known as shown on the Sorcerer Table. Whenever you successfully end one or more spell effects using a counterspell or dispel magic spell you cast using a spell slot, you regain 1 expended spellfire die. In addition, when you make a saving throw against a spell, you can use your reaction to expend 1 or more spellfire dice and gain advantage on that saving throw. You then roll your spellfire dice and regain hit points equal to half the total number rolled.Spellfire Sorcery
At 6th level, as a bonus action, you can spend 2 sorcery points to regain 1 expended spellfire die, or you can expend 2 spellfire dice to regain 1 spent sorcery point.Spellfire Mastery
At 14th level, your powerful mastery of spellfire grants you a number of benefits:- When you expend a spell slot to cast a spell that includes a fire damage roll, the roll gains a bonus to equal to your Charisma modifier.
- You can expend 1 or more spellfire dice to gain a fly speed of 40 feet for a number of minutes equal to your total spellfire dice roll. You can hover when flying with this feature.
- Whenever you expend 1 or more spellfire dice, the next creature that hits you with a melee attack or touches you before the end of your next turn takes fire damage equal to your Charisma modifier.
Crown of Fire
At 18th level, you can manifest the legendary crown of fire. As a bonus action, you magically wreathe your head in a halo of spellfire that exudes heat and light. For 1 minute, you gain the following benefits:- You have resistance to all damage.
- You gain a +5 bonus on all saving throws against spells.
- Whenever you roll fire damage on your turn, the damage roll gains a bonus equal to your proficiency bonus.
- You shed bright light in a 100-foot radius and dim light for an additional 100 feet.
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