Base Class: Druid
The Circle of the Phoenix is made up of Druids that perverted their powers and devoured the soul of a young Phoenix. These druids are very rare and considered outcasts by other druids. There are no known Elders of this circle as the soul they devoured usually corrupts them till they are themselves devoured by fiend fire.
Corrupted Spells
When you choose this circle at 2nd level you learn corrupted spells from the phoenix's essence. A corrupted spell counts as a druid spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. These spells also don't need Material components. As a cost to cast one of these spells you have to pay with a part of your soul. The higher the level cast the more the cost. One level of a spell is equal to one part of your soul.
After casting a corrupted spell you must roll a constitution saving throw (DC is 8 + proficiency + your Constitution modifier). If you fail the save you roll a d100, if the result is higher than the parts of your soul you have left you go catatonic till the end of your next turn.
If the Corrupted Soul track ever reaches 0 you become Chaotic Evil and Descend to Avernus.
Unnatural Recovery
Starting at 2nd level, you can regain your magical energy by manipulating the essence of the phoenix inside you. During a short rest, you choose expended spell slots to recover. For each spell slot recovered this way, you must lose soul points equal to the total value of slots recovered. Any slots above 6th level cost double. As this is causes damage to your soul you can not roll hit dice if you are using Unnatural Recovery.
For example, you can recover two first level slots (2 points), a third level slot (3 points) and an eighth level slot (16 points) for a total of 21 points.
Meditation
At 3rd level you learn techniques to hold off the effects of the corruption on your soul. After a long rest you may spend one hour meditating. If you get one hour of uninterrupted Meditation you can roll a d6 and add your constitution modifier to the result. You may then add that result of soul counters.
Manifestation
At 6th level you start to manifest your inner phoenix. Once per long rest you can as a bonus action manifest brilliant red and orange wings. The wings will give you a flight speed of 60 feet, use your bonus action to dash, use your reaction to shield one creature standing within 5 feet of you from an attack roll (you would then become the target of the attack), and grant you a +2 to your AC. The wings will last for one minute before burning away.
This Manifestation costs you 5 soul points.
At level 12 you gain an additional usage per long rest.
At level 18 you gain a third usage per long rest.
Merging Souls
At 6th level your soul and the phoenix's begin to merge. As the phoenix starts to take over more and more, you have come to treat Fire as a home away from home. You are now Immune to fire damage. Any time you would get hit with fire, you heal for half the amount you would have been dealt were you not Immune.
You may also Double the amount of fire damage you've done on any spell or attack a number of times, up to your Constitution Modifier, per long rest. Doing this does cost 10 Soul Points.
Burning Resurrection
At 14th level you have fully embraced the power of the phoenix. If you would die, instead you burst into flames and each creature within 30 feet of you must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage and an additional 22 (4d10) force damage, as well as being knocked prone on a failed save, on a successful save they take half the damage and are not knocked prone. The fire ignites flammable objects that are not worn or carried.
At the top of your next turn your body reforms in ash and flame and you are regenerated back to full health.
Activation of Burning Resurrection cost 20 soul points and can't be done again until you finish a long rest.
Previous Versions
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