2: Elemental Spells, Brand of the Sultans
6: Primal Flames
10: Purified Flames
14: Embodied Flames
20: Transcendence
The following spells are always considered prepared for you, provided you have spell slots of a high enough level to cast them.
1st level: Burning Hands, Fog Cloud
2nd level: Flaming Sphere, Scorching Ray
3rd level: Fireball, Daylight
4th level: Fire Shield (Hot only), Wall of Fire
5th level: Flame Strike, Conjure elemental (Fire only)
At 2nd level, you are able to call upon the power of the sultans of flame to alter your form. As a bonus action, you can expend a use of your primordial surge feature to take on a fiery form. While in your fiery form, you retain your game statistics and general appearance, but your body becomes burning. The form lasts for 10 minutes and ends early if you dismiss it as a bonus action, are incapacitated or die.
While in fiery form, you gain the following benefits:
Your body sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Whenever a creature hits you with a melee attack, you may use your reaction to deal it fire damage equal to 1d6 + your Wisdom modifier
When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a searing orb that targets one creature within 60 feet of you. On a hit, the attack deals fire damage equal to 1d6 + your Wisdom modifier. When you reach 10th level in this class, the damage increases to 2d6
At 6th level you learn to harness some of the different types of flames. Choose one of the following:
Puryfing Flames
You learn how to use flame to not just harm but heal. When you expend a spell slot to cast a spell of 1st-level or higher that deals fire damage, you can choose one creature that would take damage from the spell. Instead of taking damage from the spell, it is healed for a number of hit points equal to the spell’s level plus your proficiency bonus.
Wretched Tar
You are able to conjure dark flames that stick to their targets. When you cast a spell that deals fire damage and forces a saving throw, creatures that fail their first saving throw against it suffer ongoing fire damage equal to the spell’s level plus your proficiency bonus. At the start of each of its turns a creature repeats the saving throw, ending the ongoing fire damage on a success.
At 10th level you've learned some of the secrets of the Sultans. Choose one of the following or gain an additional Primal Flame feature you haven’t previously selected.
Empowered Brand
You've discovered secrets to empower your fiery form. Whenever you deal damage with a fiery form ability and roll a '1' on a damage roll. Treat it as the maximum number that dice could roll instead.
Piercing Flames
Your flames can scorch even those typically resilient to them. Fire damage from your spells and fiery form treats immunity to fire as though it were fire resistance, and ignores fire resistance entirely. Additionally, you gain resistance to fire damage, and you ignore fire damage dealt by your own spells.
Snuff out
You gain the ability to turn death into magical flames that can heal or incinerate. When a creature above CR 0 dies within 30 feet of you, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
At 14th level Ignis' very fire flows through you. You gain one of the following:
Blood of Blazing Ash
Your veins are filled with the contents of the Ashen River, and you may call upon it's power to tear your foes apart, at a price. Whenever you cast a spell from the fire school, you may reduce your hit point maximum by 5 until your next short rest to increase the level of the spell you are casting by 2.
Glorious Rebirth
Death is only the beginning. When you would roll your first death saving throw, instead, every creature of your choice within 60' of you takes 6d6 fire damage, a creature that makes a Reflex saving throw against your spell save DC takes half damage. You also regain 1 hit point and temporary hit points equal to half your maximum hit points, and you enter a special fiery form that also grants a fly speed equal to twice your movement speed. After one minute, the temporary hit points and the fly speed fade away. Once you use this feature, you cannot do so again until you finish a long rest.
At 20th level, your control of Ignis' powers are unmatched. Your fiery form never expires and while transformed you gain immunity to fire and, as a bonus action, you can make flames roil outward in a burst of inferno. Creatures within 15 feet of the target point in a 100-foot radius take 6d6 fire damage. A creature that makes a Reflex saving throw against your spell save DC takes half damage.