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.


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