Fire-Mind

Hit Points

 * Hit Dice: 1d8
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 + your Constitution modifier

Proficiency

 * Armor: Light
 * Weapons: Simple weapons
 * Tools: None
 * Saving Throws: Constitution, Intelligence
 * Skills: Choose two from Arcana, Religion, History, Nature, Insight, Perception, and Investigation

Equipment

 * leather armor
 * (a) shortsword or (b) any simple melee weapon
 * arcane books
 * common clothes

Flaming Madness
At 1st level, you may have a target creature in a 30 foot range make a Wisdom saving throw. If failed, they take 1d4 psychic damage and have a disadvantage on their next Constitution saving throw. You may use this three times until a long rest is needed.

Spell Casting Ability
At 1st level, you choose cantrips and spells from the Sorcerer spell list

Your spell casting ability is Intelligence.

Your spell save DC is equal to 8 + your Intelligence modifier + your proficiency bonus

Control Fire
At 2nd level, you may use a 1st level spell slot to target a fire source that is at least 30 feet from you and make it do one of the following things:
 * Reduce it to a 1x1x1 foot area
 * Enlarge it to a 30x30x10 foot area
 * Move it 30 feet from its original space onto any flammable surface, including creatures.

Fire-Mind Archetype
At 3rd level, choose one of the following archetypes:
 * Mind of The Blaze
 * Mind of The Sun

Ability Score Improvement
At 4th, and again at 8th, 12th, 16th, and 18th level, you may either increase an ability score by two or two ability scores by one. As normal, you cannot increase an ability score more than 20.

Blazed Camouflage
At 6th level, you may use a 2nd level spell slot to turn invisible until your next turn. Once you become visible, all creatures in a 20 foot radius must make a Wisdom saving throw. If failed, they take 2d6 psychic damage and 1d6 fire damage.

Flaming Incompetence
At 9th level, you may use a 3rd level spell slot to target a creature who is at least 30 feet from you to make a Wisdom saving throw. If failed, they take 1d6 psychic damage and have a disadvantage on their next Constitution saving throw. In addition, their Wisdom ability score is decreased by 1 for 1 minute and they have a disadvantage on perception, insight, and investigation rolls for 1 minute.

Flame's Will
At 15th level, you may use a 4th level spell slot to target a creature who is at least 30 feet from you to make a Constitution saving throw. If failed, they take 2d6 fire damage and have a disadvantage on their next Wisdom saving throw. In addition, their Constitution ability score is decreased by 1 for 1 minute.

Fire-Mind's Disciple
At 20th level, whenever a hostile creature fails a Wisdom saving throw and is 30 feet from you, they take an additional 3d6 psychic damage and 2d6 fire damage. In addition, whenever a hostile creature fails a Constitution saving throw and is 30 feet from you, they take an additional 3d6 fire damage and 2d6 psychic damage.

Improved Control Fire
At 3rd level, replace Control Fire with this feature. You may use a 1st level spell slot to target a source of fire that is at least 60 feet from you and have it do one of the following options:
 * Reduce it to a 1x1x1 area
 * Enlarge it to a 30x30x10 area
 * Move it up to 60 feet from is original space onto a flammable surface, including creatures.
 * Have it explode in a 60 feet radius and have all creatures inside make a Dexterity saving throw. If failed, they take 1d6 fire damage. If succeeded, they only take half. The source of fire will disappear after this.

Flame Bolt
At 11th level, you may use a 3rd level spell slot to make a ranged spell attack of 120 feet that deals 3d6 fire damage and has that creature make a Constitution saving throw. If failed, they take an additional 1d6 fire damage per turn until your next turn.

Flaming Insanity
At 14th level, you may use a 5th level spell slot to make a ranged spell attack of 120 feet that deals 2d6 fire damage and has that creature make a Wisdom saving throw. If failed, they take an additional 3d6 psychic damage and become magically prone until their next turn.

Master of The Blaze
At 19th level, you may use a 7th level spell slot to make all creatures in a 100 foot radius make a Constitution saving throw. If failed, they take 6d8 fire damage and must make a Wisdom saving throw. If they fail that saving throw, they take an additional 6d8 psychic damage.

Improved Flaming Madness
At 3rd level, replace Flaming Madness with this feature. You may target a creature who is at least 60 feet from you and have them make a Wisdom saving throw. If failed, they take 1d6 psychic damage and have a disadvantage on their next Constitution saving throw.

Sun's Embrace
At 11th level, you may use a 5th level spell slot to target a creature who is at least 60 feet from you and have them make a Constitution saving throw. If failed, they take 2d6 fire damage and have a disadvantage on their next Wisdom saving throw.

Crash & Burn
At 14th level, you may target a creature in a 60 foot range to make a Wisdom saving throw. If failed, they have a disadvantage on their next Constitution saving throw and the next time they should fail a Constitution saving throw, they take an additional 3d6 fire damage and 3d6 psychic damage. You may use this once until a long rest is needed.

Master of The Sun
At 19th level, whenever a hostile creature fails a Constitution saving throw, they have a disadvantage on their next Wisdom saving throw. In addition, whenever a hostile creature fails a Wisdom saving throw, they take an additional 2d6 psychic damage.