Friday, October 31, 2025

Spellfire Sorcery Sorcerer

 Yeah, the format of sorcerer subclasses is a bit awkward using my convention for taxonomy here... oh well.

Spellfire Sorcery ties into the FR idea of magic, which involves the magical weave - a kind of energy field (not unlike our universe's electromagnetic or gravitational fields) where magic is the pattern and twisting of these energies within that field.

Honestly, a real "Sorcerer's Sorcerer," Spellfire actually gives you some healing capabilities, which is rare for this class.

Spellfire Spells:

1st: Cure Wounds, Guiding Bolt

2nd: Lesser Restoration, Scorching Ray

3rd: Aura of Vitality, Dispel Magic

4th: Fire Shield, Wall of Fire

5th: Greater Restoration, Flame Strike

    Recall that Cure Wounds is quite solid in 2024 rules. I will also say that, outside of big healing spells, the main reason you want a dedicated healer in your group is for things like Greater Restoration. This subclass can actually do a lot of the functions you need from such a character. Sneakily, you can also effectively add Counterspell to this list, which we'll cover at level 6.

Level 3:

Spellfire Burst:

When you spend at least 1 SP as part of a Magic action or bonus action, you can add one of the following benefits:

Bolstering Flames: You or a creature you can see within 30 feet gains temp hp equal to 1d4 plus your Charisma.

    While not a ton, this is a free add-on to what you're already doing. Note that the bonus action to turn SP into spell slots is, well, a bonus action, so I think this would count (though I don't know how often Sorcerers do the conversion that way).

Radiant Fire: One creature you can see within 30 feet takes 1d4 of your choice of Fire or Radiant damage.

    This is tiny damage, but it's free and guaranteed. Might be a good option to try to break concentration.

Level 6:

Absorb Spells:

You always have Counterspell prepared. Additionally, when a target fails its save against Counterspell, you regain 1d4 SP.

    Situational of course - only useful if you're dealing with enemy spellcasters. But major villains often are spellcasters (as are adult and ancient dragons). While counterspell isn't as powerful as it used to be, this can be a way to recharge sorcery points.

Level 14:

Honed Spellfire:

Spellfire Burst improves. You now add your Sorcery level to the temp HP granted by Bolstered Flames, and the damage of Radiant Fire goes up to 1d8.

    The temp HP here gets a pretty significant boost. The radiant fire damage is still going to be pretty pitiful for this level.

Level 18:

Crown of Spellfire:

When you use Innate Sorcery, you can gain additional benefits by infusing it yourself with the essence of Spellfire. You can use this once per long rest, but you can expend a 5th level spell slot or higher to regain a use of it. The benefits are as follows:

Burning Life Force: Once per turn when you're hit with an attack, you can expend a number of hit point dice up to your Charisma modifier (minimum 1). Roll the dice, and reduce the damage you take by the total rolled.

    While not as efficient HP restoration as using this on a short rest, this can make concentration saves easier, and of course, prevent you from going unconscious.

Flight: You gain a 60 foot flying speed and can hover.

    Pretty common at this level, but not unwelcome.

Spell Avoidance: If a spell or magical effect would deal half damage on a successful saving throw, you now take only have if you fail and none if you succeed. This only works if you're not incapacitated.

    Note that this doesn't work on natural effects like Dragons' breaths. But it's still avoidance, not evasion, so it works on any magical effect regardless of which save you make. That can be huge, like taking nothing from a Lich's Chain Lightning, or Death Knight's Hellfire Orb.

Overall Thoughts:

I think if you want a no-nonsense "magic-themed" sorcerer, this is a good option (reminds me a bit of the Rune Scion or whatever it's called from Tal'dorei Campaign Setting Reborn, actually,) though the presence of healing spells also lets you play a very unconventional role for a sorcerer in your party.

I think this is pretty decent, though I don't know that it truly inspires me, personally.

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