The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
You shoot a Flame of fire out from your mouth,in a straight line.
Targets in the area must make a DEX save VS
8 + your CON modifier + your Profficiency bonus.
Those that fail take 2d6 fire damage. Those that pass take half that. You may use this once per short rest
You have inerited the resistances of you forefathers - You have resistance against Fire attacks.
You take Half the damage from Fire based attacks.
You can tap into the raw power of your Ancestors to cast spells. To hit a target you add
D20 + your Proficiency Bonus + you CHA Modifier
To resist a spell cast by you they need to roll higher than
8 + your Proficiency Bonus + Your CHA Modifier You can use one spell per Spell Slot you have,and you can cast lower level spells in higher level slots.
You have untapped power enabling you to cast more spells or make them more powerful. You have 3 Scorcery Point,Which you can use in the following Ways.
Twinned Spell: Cast the same spell again at a second target for 1 point per level of the spell.
Subtle Magic: Cast a spell without Verbal or Phisical requirements for 1 point.
Swap Spells: You can swap one slot level for the same amount of sorcery points
You can also swap Sorcery points for spell slots, at a cost of the level of the slot +1.