The Flame touched A 5e Sorcerous origin based on Dark Souls

Flame Touched Your magic is gifted from a mysterious Great Inferno that connected itself to you at a young age and left its mark on your now burning soul. Sorcerers of this origin can come from many walks of life as The Great Inferno gives out its powers seemingly at random. The Flame Touched tend to gather into small communities away from civilisations as their destructive magic causes the common man to fear and drive Flame Touched away. These small Cabals view the Great Inferno in various ways, some see it as a benevolent force that gave them this gift to lead others through the dark, while others see their burning soul as a curse put upon them by a Feind or similar beings as punishment. Your magic is gifted from a mysterious Great Inferno that connected itself to you at a young age and left its mark on your now burning soul. Sorcerers of this origin can come from many walks of life as The Great Inferno gives out its powers seemingly at random. The Flame Touched tend to gather into small communities away from civilisations as their destructive magic causes the common man to fear and drive Flame Touched away. These small Cabals view the Great Inferno in various ways, some see it as a benevolent force that gave them this gift to lead others through the dark, while others see their burning soul as a curse put upon them by a Feind or similar beings as punishment. Burning Soul Your soul is forever a burning pyre that burns bright in the face of your enemies. You gain: Resistance to Fire damage.

Immunity to the effects of Extreme Heat.

You can, as a free action upon casting a spell or cantrip, shed bright light around you for 30 feet and dim light a further 30. This light lasts for 1 min + the spell level or until you dismiss it as a bonus action.

You can speak, read, and write Inguan. Your soul is forever a burning pyre that burns bright in the face of your enemies. You gain: Profaned Flame not just your soul burns with the Inferno, as your spells are affected by it as well. At 1st level, any spells of 1st level or higher you cast that deal damage are touched by the Inferno and deal an additional amount to damage equal to half your Sorcerer level (rounded up) in Fire Damage. You can also change the damage type of spells to fire an equal amount of times to 1 + your Charisma modifier. Spells changed to deal fire damage increase their Profaned Flame to deal your sorcerer level rather than half. You may use this ability a number of times equal to 1 + your Charisma modifier. You regain all uses upon the completion of a long rest. Focused Flames Your connection with the Great Inferno deepens allowing you an ounce of control over the flames you create. At 6th Level When you cast a spell that deals fire damage (or a spell that has been altered by Profaned Falme) you can spend 1 or more Sorcery points to up the heat. For each sorcery point spent the spell increases its damage by one of its damage die (for example, fireball does Xd6 damage, each sorcery point spent adds an additional d6 to the damage done.) the number of sorcery points you can spend at once cannot exceed your Charisma Modifier. Visages of The Inferno At 14th level, your connection to the Great Inferno allows for the summoning of a lesser form of it called Visages that will work with Flamed touched for short periods. You can expend a spell slot of 1st level or higher to focus the energy that you drew from your soul into a glob of Fire called a Visage, this Visage appears within 10 feet of you, lasts for a number of rounds equal to 1d4 + the spell level and acts on your initiative. Visages use the following stat block. Inferno Visage Tiny Elemental, Same alignemnt as Sorcerer Armor Class Sorcerer spell save DC

Sorcerer spell save DC Hit Points 10

10 Speed 0ft, 30ft flying (hover) STR DEX CON INT WIS CHA 10 10 10 10 10 10 (+0) (+0) (+0) (+0) (+0) (+0) Condition Immunities All

All Senses sees via the sorcerer

sees via the sorcerer Languages cannot speak

cannot speak Challenge - Sorcerer's mimicry. the Inferno Viage uses the ability modifiers, Skills, and proficiency score of their summoner for saves and ability checks. Actions Fire dart +(Summoners Spell attack bonus), Range 120ft. hit: 1d10 Fire damage. Infernal detonation. The inferno visage instantly reduces itself to 0 Hit Points and explodes in a 10-foot sphere centred on itself. all targets in this area must make a Dex save against the Sorcerer's spell save DC or take fire damage equal to 4d6 + the Sorcerer's Spellcasting Modifier (halved if they succeed.)

Chaos Witch At 18th Level, you have mastered the fire that burns within you and can manipulate it into mighty gouts of flames, which causes your skin to appear charred and constantly burning. you can spend 1 sorcery points to have your attacks and spells ignore fire resistance and treat immunity to fire as though you only deal half damage. you also gain the following abilities. As a bonus action you can cover your weapon in chaotic flames, for one minute your weapons deal additional fire damage equal to your spellcasting modifier.

your Profaned Flame ability changes to deal double your sorcerer level when changing a spells damage type to Fire.

Your Inferno Visage's can now spend your spell slots and 1 sorcery point to cast spells with your Spell save DC and Spellcasting bonus. An Inferno Visage cannot use metamagic.

New Spells Great Chaos Fire Orb 1st level Evocation 1st level Evocation Casting time: 1 Action Range: 50 feet Components: V,S Duration: Instantaneous You Hurl a concentrated ball of molten rock, this Chaotic flame melts even great boulders and creates a brief surge of lava on impact. You target a single creature within range and make a Ranged spell attack. On a hit, the creature takes 3d6 fire damage, a 5ft square beneath the creature becomes covered in magma until the end of your next turn. Any creature that starts its turn in this area or passes through the magma must make a DC 10 dexterity save or take 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each spell level above 2nd. Chaos Bed Vestiges 4th level Evocation 4th level Evocation Casting time: 1 Action Range: 30 feet Components: V,S Duration: Instantaneous A Swirling hurricane of fire spirals around your hand before jumping forth as a burning disk. Make a ranged spell attack against a single creature, on hit the creature takes 5d8 fire damage. Regardless of this attack hitting or not, any creatures between you and the target (including the target themselves) must make a dexterity saving throw against your spell save DC or take half the damage rolled for the initial target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage caused by both the hit and the travelling increases by 1d8 for each spell level above 4th. Fire Surge Evocation Cantrip Evocation Cantrip Casting time: 1 bonus action Range: self (15-foot cone) Components: S Duration: Up to 1 minute Your outstretched palm lets loose a constant stream of fire. Any creature in the cone takes 1d4 fire damage, Igniting any flammable objects not worn or being held by a creature. On your subsequent turns you many use your bonus action to continue the fire and/or move the cone up to 180 degrees. Moving or interactions do not interrupt this cantrip, but casting another spell or taking the attack action ends this cantrip. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Chaos storm 9th evocation Evocation 9th evocation Evocation Casting time: 1 action Range: self (50 foot sphere) Components: V,S,M (A chunk of igneous rock (consumed by the spell) , A Fire Opal worth at least 1,000 Gp, or an Elemental Gem(Red Corundum) Duration: up to 1 minute You bring your two hands together around your chosen focus and say a prayer to The Witch of Izalith causing magma to pour from it, which is unleashed by slamming the focus to the floor. All targets of your choice within range must make a Dexterity saving throw against your spell save DC or take 15d6 fire damage and be knocked prone (saving against this means they only take half damage and is not knocked prone.) The ground within range becomes difficult terrain as magma pours forth from the ground, any creature that enters this area or starts its turn in this area takes 5d10 Fire damage. This magma lasts for 1 minute or until dismissed as a bonus action. You are immune to this magma as the caster. Black Serpent 3rd level Necromancy 3rd level Necromancy Casting time: 1 Action Range: self (40-foot line) Components: S, M (A snakeskin) Duration: Instantaneous A Black flame coils around your hand and traces across the ground after a target. The Black Serpent travels in a 40-foot straight line from you, travelling across the floor and over obstacles. The Black Serpent can travel up or down sheer drops and rises. The line is 5 feet wide and any creature in caught in this line must make a Dex save against your spell save DC or take 1d6 Fire damage and 3d6 Necrotic damage, taking half damage if they succeed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire and necrotic damage increases by 1d6 for each spell level above 3rd.

Iron Flesh 3rd level Transmutation 3rd level Transmutation Casting time: 1 Action Range: touch Components: V, S Duration: Concentration, up to 1 Hour. You touch a willing creature or yourself hardening their body to be more akin to a solid block of iron, in both resistance and weight. The target gains a +4 to AC and have an advantage on saves and checks against being grappled, Being unwillingly moved, or being knocked prone. However, targets of this spell triple their weight, have their movement halved, and are considered to be made of metal for the effects of spells like Heat Metal or Shatter. Flame Fan 1st level Abjuration 1st level Abjuration Casting time: Reaction Range: Self Components: S Duration: instantaneous You summon the flaming form of a war fan in response to incoming projectiles, batting it away and back at the sender. As a reaction to being hit by a ranged attack or ranged spell attack that is the same level as this spell is cast at before damage is rolled, you can negate the hit and take no damage. If you can see what the attack came from or another target is within half the range of the attack (for example an eldritch blast with the range of 120 feet can be reflected at a target within 60ft), the attack can be reflected towards them. This reflected attack uses the roll that had been made to hit you against your selected target. At Higher Levels. When this spell is cast at higher levels, it can reflect higher level spells scaling one level up per spell slot upcasted (for example, a 3rd level spell can be reflected by Flame fan if Flame Fan was casts at 3rd level or higher.) Combusting grip 2nd level Evocation 2nd level Evocation Casting time: 1 Action Range: touch Components: V,S Duration: Instantaneous You grab a target and cause flames to violently burst from your hand a point blank. Make a Melee spell attack against a target in range. On a hit, the target takes 3d10 Fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each spell level above 2nd.

New items Demon's scar Scimitar, uncommon (requires attunement) Scimitar, uncommon (requires attunement) This blade is comprised entirely of fire, yet is solid to the touch of the user. This weapon doubles as a spellcasting focus, and deals Fire damage instead of slashing. The Demon's scar has 5 charges that reset after a short or long rest. When attuned to one of these charges can be spent as a bonus action to fire a single ray from the "Scorching ray" spell. more charges can be spent at once to fire additional rays. It regains these charges after a long rest. Witch's Ring Ring, uncommon Ring, uncommon A ring said to have been used by some of the first Flame touched, its gemstone is hot to the touch. While wearing this ring any spells that deal Fire damage can reroll any dice that were a 1 or 2 but must take the second result. Fire Clutch Ring Ring, common Ring, common A Brittle Ring that resembles a dragon holding a gem which glows in response to heat, increasing the potency of fire magics at a cost. while this ring is worn any spells cast or weapons used that deals fire damage add the casters Proficiency to the damage total. Cursed: While this ring is worn the person with it on suffers additional damage from physical attacks. Any attacks that cause slashing, piercing or bludgeoning damage deal an extra 1d6 as long as the ring is still worn. Witch's Locks +1 Whip, Rare +1 Whip, Rare A whip that appears to have been made out of human hair tied together with thin silver lines. When cracked the hair bursts into short-lived flames that don't harm the hair itself. This weapon deals an additional 1d4 Fire damage and is considered silvered for overcoming resistances.