Fire Sorcerer (5e Creature)

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Fire Sorcerer[edit]

Medium humanoid (any race), any alignment


Armor Class 12 (15 with mage armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 16 (+3)

Saving Throws Con +7, Cha +6
Proficiency Bonus +3
Damage Resistances fire
Senses passive Perception 12
Languages any three languages
Challenge 4 (1,100 XP)


Fire in the Veins. Fire damage from spells cast by the sorcerer ignores resistance to fire damage.

Heart of Fire. When the sorcerer casts a spell of 1st level or higher that deals fire damage, each creature of its choice within 10 feet of it that it can see takes 4 fire damage.

Spellcasting. The sorcerer is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells:

Cantrips (at will): create bonfire, control flames, fire bolt, green-flame blade, prestidigitation
1st level (4 slots): burning hands, detect magic, fog cloud, mage armor
2nd level (3 slots): Aganazzar's scorcher, flaming sphere, scorching ray
3rd level (3 slots): fireball, Melf's minute meteors
4th level (2 slots): fire shield, wall of fire

Sorcery Points. The sorcerer has 8 sorcery points. As a bonus action, it can spend a number of sorcery points to create a spell slot, as a sorcerer does. Alternatively, it can, as a bonus action, sacrifice a spell slot to restore spent sorcery points equal to or less than the level of the spell slot sacrificed. It can spend 1 or more sorcery points to gain one of the following benefits:

Quickened Spell. When the sorcerer casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the spell's casting time to 1 bonus action.
Twinned Spell. When the sorcerer casts a spell that can target only one creature and doesn't have a range of Self, it can spend a number of sorcery points equal to the spell's level to target a second creature within range with the same spell. If the spell is a cantrip, the sorcerer spends 1 sorcery point to use this feature.

ACTIONS

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.


A volatile young sorcerer with a potent affinity for fire based magic, she's aggressive but tends to react to things rather than starting anything herself. Most commonly found in the company of other magic using women, but rarely stays in the same group for long.

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