The First World: Genetic Roleplay Setting
[Tiefling Features & Traits]
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shares of gray.
You have resistance to fire damage.
[Sorcerer Features & Traits]
Font of Magic.
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points: 3.
Creating Spell Slots.
You can transform unexpended sorcery points into one spell slow as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
[Phoenix Sorcery Features & Traits]
At 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits: (1) you shed bright light in a 30-foot radius and dim light for an additional 30 feet. (2) Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. (3) Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.