Summer Wizard (Subclass)

__TOC__
==School of Summer Overview==
The Summer Wizards of Pyrnes burn with the passion of fighting and seeking knowledge. While their peers might enjoy versing into the different schools of magic available to them, Summer Wizards specialize in Fire Magic, igniting the heat of battle and showing their opponents a warm welcome. The most talented, it is rumored, can create such a hot flame that it seems like they’re creating new suns with their fiery spells.
==2nd Level: Heat Savant==
Starting at 2nd level, the Gold and Time you must spend to copy a Spell with the Fire Descriptor into your Spellbook is Halved.
==2nd Level: Fire Magery==
Starting at 2nd level, any Spell cast with the Fire Descriptor benefits from an additional Damage Dice and/or has its DC increased by one depending on the type of Spell.
==6th Level: Pyromancy==
Starting at 6th level, any damaging Spell cast with the Fire Descriptor benefits from additional damage equal to (Half your Wizard Level [rounded down]). In addition, three times per short rest, you may use a Bonus Action to ignore a creature’s Resistance to Fire damage.
Lastly, once per short rest, you may cast the Fireball Spell without using a Spell Slot.
==10th Level: Pyremaster==
Starting at 10th level, you become Resistant to Fire damage and once per short rest, you are able to use a Reaction to become completely Immune to one instance of Fire damage. 
Furthermore, any Spell with the Fire Descriptor you cast counts as being cast One Spell Level Higher.
==14th Level: Sunrise==
Starting at 14th level, you become able to create miniature sun by using Spell Slots of 5th Level or Higher. Its effects vary depending on the Spell Slot you sacrifice. All effects written include effects from the previous Spell Slot equivalent and do not affect the caster.
* 5th Level - The heat rises significantly. All creatures within a 100ft Radius of you must roll a Constitution Saving Throw or gain one Level of Exhaustion. This uses your Concentration.
* 6th Level - Once per turn, as a Bonus Action, you may fire a solar ray from your miniature sun which deals (6d6 + your Wizard Level) in Fire damage.
* 7th Level -  When you end  Concentration on your sun willingly, you can throw the sun in a 20ft Radius dealing 15d6 Fire damage which may be Halved if the enemy succeeds on a Dexterity Saving Throw against your Spellcasting DC.
* 8th Level -  The area where your sun explodes becomes an inferno. The entire Radius is under the effects of the Wall of Fire Spell.
* 9th Level - Double all damage of previous effects and the Radius of your exploding sun.
Category:Homebrew Subclasses