Unquenchable Spark

Karaniko Hiroke (Firewalker)
Class: Sorcerer (Elemental Fire): 12   Proficiency BonusPB: +4
Alignment: Chaotic Good Speed: 30 feet
Hit PointsHP: 86   Hit DiceHD: 12d6 AC: 17/19
Resistances: Imm to Fire
STR: 12 (+1) Save: +1
INT: 10 (+0) Save: +0
Arcana: +4
DEX: 18 (+4) Save: +4
Initiative: +4 Adv
WIS: 6 (-2) Save: +2
Perception: +2, Survival: +2
CON: 12 (+1) Save: +5
CHA: 20 (+5) Save: +9
Persuasion: +9
Other Info
Height: 5' 6'' Weight: 100 lbs Lineage: Genasi [Fire] (humanoid) Gender: Female Size: Medium
AppearanceLooks: Karaniko has pale eyes and skin, with rich reddish hair that sometimes appears to be aflame. Temperament: Calm and cheerful until she cuts loose in fiery rage. Flaws: Struggles to accept responsibility for her mistakes.
Traits: Do what feels right at the time. Ideals: Be like fire, intense, unpredictable, fascinating. Bonds: Fire, Music, Friends
Languages: Common, Sylvan, Ignan, Primordial Proficiencies: Simple Weapons, Flute
Other Abilities: Fire Shield w/o spell slot 1/LR, Smoky Step 1/LR, Fortified 1/Dawn
Gear
Attuned: Robes of Ashes, Staff of Wigandia, Magic Flute of the Pyre
Gear: Dimensional Satchel
Lineage
Genasi [Fire]
  Darkvision. You have Darkvision with a range of 60 feet.
  Fire Resistance. You have Resistance to Fire damage.
  Reach to the Blaze. You know the Produce Flame cantrip. Starting at 3rd level, you always have the Burning Hands spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Starting at 5th level, you always have the Flame Blade spell prepared, can cast it without need of spell components, and can cast it without using a spell slot once per Long Rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage).
  Languages. You know the Ignan dialect of Primordial.
Background
Rewarded: +2 Dexterity, +1 Charisma, Perception, Survival, Tough.
Feats
Tough: Your maximum Hit Points are increased by 2 per character level.
Fey-Touched: +1 Charisma. You always have Dissonant Whispers and Misty Step prepared. You can cast each of these spells once without a spell slot per Long Rest, as well as with any available spell slots of appropriate level you may have. The spellcasting ability for these spells is the ability increased by this feat.
Elemental Adept (Fire): +1 Charisma. When you deal Fire damage by any means, you ignore Resistance to Fire. In addition, when you cast a spell that allows a saving throw to resist or avoid Fire damage the saving throw DC is increased by 1, and spell attacks that deal Fire damage score a critical hit on a roll of '19' or '20' on the d20.
Resilient: +1 Wisdom. You have proficiency with Wisdom saving throws.
Class: Sorcerer (Elemental Fire)
Class Features: Spellcasting (CHA, Spell Save DC: 17), Innate Sorcery (Bonus Action: 1 minute, +1 spell DCs, Adv on spell attacks. []/LR), Font of Magic (12 Sorcery Points [  ]/LR), Metamagic (Empowered Spell, Careful Spell, Quickened Spell, Heightened Spell), ASI: Fey-Touched (+1 Cha), Sorcerous Restoration (After Short Rest recover Sorcery Points equal to half your Sorcerer level []/LR), Sorcery Incarnate (Innate Sorcery can be activated by spending 2 Sorcery Points if out of uses. You can use up to two Metamagic options per spell while Innate Sorcery is active), ASI: Elemental Adept [Fire] (+1 Cha), ASI: Resilient (+1 Wis)
Cantrips: Fire Bolt, Sorcerous Burst, True Strike, Prestidigitation, Produce Flame, Mind Sliver, Elementalism, Lineage [Produce Flame], Gear [Resistance]
Spells: Shield, Detect Magic [Ritual], Feather Fall, Chromatic Orb, Invisibility, Knock, Burning Hands, Heat Metal, Scorching Ray, Searing Smite, Mirror Image, Alter Self, Primordial Hand, Elemental Weapon, Fireball, Ashardalon's Stride, Fly, Summon Elemental, Wall of Fire, Dimension Door, Greater Invisibility, Bigby's Hand, Conjure Elemental, Flame Strike, Telekinesis, Melting Sphere, Lineage [Burning Hands /LR, Flame Blade /LR], Fey-Touched [Dissonant Whispers /LR, Misty Step /LR]
Spell Slots: 1: 2: 3: 4: 5: 6:
Level 2: Font of Magic Conversions
  Converting Spell Slots to Sorcery Points:
Expend a spell slot to gain a number of Sorcery Points equal to the slot's level (no action required).
  Creating Spell Slots:
Bonus Action: spend Sorcery Points to create a Spell Slot of given level. It costs 2 for 1st level, 3 for 2nd level, 5 for 3rd level, 6 for 4th level, or 7 for 5th level. You can't use this feature to create a spell slot higher than the highest spell slot you already have, and spell slots you create in this way vanish when you finish a Long Rest.
Subclass Features
Level 3: Elemental Fire Magic Spells: You always have Elemental Fire Magic Spells prepared.
  Font Fueled. You can cast spells from this list at their lowest level without a spell slot or spell components other than costly materials, by spending Sorcery Points equal to the spell's level (cantrips cost 0 Sorcery Points). If an Elemental Fire Magic Spell requires you to choose an element when you cast it, you must always choose Fire.
  Spells. Burning Hands, Heat Metal, Produce Flame, Scorching Ray, Searing Smite, Elemental Weapon, Fireball, Summon Elemental, Wall of Fire, Conjure Elemental, Flame Strike
Level 3: Elemental Affinity: You have an intuitive ability to speak and read Ignan, and Fire Elementals feel an affinity towards you. The initial disposition of Fire Elementals towards you is one category better than it normally would be, and they will not deliberately attack you directly or indirectly unless their disposition changes to hostile. However, the initial disposition of Water Elementals towards you is one category worse than it normally would be.
Level 3: Elemental Urges: You have Advantage on Initiative rolls and Intimidation checks. Additionally, you can take the Dash action as a Bonus Action during your turn, and you may walk and stand on burning surfaces including molten lava as if it were harmless solid ground.
Level 6: Elemental Nature: You gain Immunity to Fire if you are already Resistant, otherwise you gain Resistance to Fire damage. Additionally, after rolling for Initiative you can discard your rolled die and instead use your Charisma score as your die roll result. Once you have used this option you must finish a Long Rest before you can use it again.
Armor and Attacks
Armor: Robes of Ashes & Staff of Wigandia: 17/19 AC
Attacks: Staff of Wigandia (+1 or +2 AC while wielding)
  w/ True Strike 5-feet, +10 to hit, 1d10+6 Bludgeoning +1d6 Fire +2d6 Radiant damage,
  (ignore Fire Resistance, crit on 19-20)
  w/ Fire Bolt 120-feet, +10 to hit, 3d10+1 Fire damage, (ignore Fire Resistance, crit on 19-20)
  w/ Scorching Ray 120-feet, +10 to hit, 2d6+1 Fire damage, x6 rays (ignore Fire Resistance, crit on 19-20)
Flame Blade 5-feet, +9 to hit, 3d6+5 Fire damage, (ignore Fire Resistance, crit on 19-20)
Fire Bolt 120-feet, +9 to hit, 3d10 Fire damage, (ignore Fire Resistance, crit on 19-20)
Expanded Spells
Primordial Hand: Level 2 Transmutation (Druid, Ranger, Sorcerer, Warlock, Wizard), Bonus Action, Touch, V, S, Concentration, up to 1 minute. You choose one of your own empty hands or touch an empty hand of one willing creature and choose Acid, Cold, Fire, or Lightning. The selected hand is temporarily transmogrified for the duration of the spell into a form that seethes with elemental energy of the chosen damage type. The creature cannot use the transformed hand to hold or manipulate anything for the duration of the spell. Until the spell ends, if the creature makes an Unarmed Strike using the transmogrified hand, it deals an additional 3d6 damage of the chosen type on a successful hit.
  Additionally, until the spell ends the creature can take a Magic action during their turn to project elemental energy from the transmogrified hand in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
  Upcast. The damage increases by 1d6 for each spell slot level above 2nd.
Ashardalon's Stride: Level 3 Transmutation (Artificer, Ranger, Sorcerer, Wizard), Bonus Action, 60-feet, V, S, Concentration, up to 1 minute. Billowing flames blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke Opportunity Attacks. When you move within 5 feet of a creature or an object that isn't being worn or carried, you can choose for it to take 1d6 Fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
  Upcast. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 Fire damage for each slot level above 3rd.
Melting Sphere: Level 6 Evocation (Sorcerer, Wizard), Action, 300-feet, V, S, M (a burnt piece of charcoal), Instantaneous. A globe of superheated energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere of intense heat. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage. On a successful save, it takes half as much damage. If the globe strikes a body of frozen water or other liquid that is principally water, it melts the frozen liquid to a depth of 6 inches over an area 30 feet square, evaporating the melted liquid as a harmless cloud of steam. This may cause things that were standing upon or supported by the melted liquid to fall or collapse. Additionally, unattended objects with a low melting point within the affected area are also melted or deformed, subject to the DM's discretion.
  You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, warm to the touch, appears in your hand. At any time within the next 1 minute, you or a creature you give the globe to can throw the globe (to a range of 60 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. If the globe still exists after 1 minute, it explodes with the same effect as the normal casting of the spell, centered on its current location.
  Upcast. The Fire damage increases by 1d6 for each spell slot level above 6.