
Sorcerer: Spellfire Sorcery
D&D 2024 class: Sorcerer: Spellfire Sorcery. Source: Forgotten Realms: Heroes of Faerûn. hit die d6, primary ability Charisma, saving throws Constitution, Ch... Spellfire Sorcery Wield Raw Magic Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells. Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards. Spellfire Burst When you spend at least 1 Sorcery Point as part of the Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn. Bolstering Flames You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier. Radiant Fire One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice). Spellfire Spells When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared. 3 Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray 5 Aura of Vitality, Dispel Magic 7 Fire Shield, Wall of Fire 9 Greater Restoration, Flame Strike Absorb Spells You always have Counterspell prepared. Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points. Honed Spellfire Your Spel...