Sorcerer
Base Class: Sorcerer

A spark of sorcerous energy has awakened within. This spark of magical energy has granted you the blazing powers of the Phoenix. Those mages with Phoenix Sorcery within their blood are care free. Come what happen individuals with an often obscured sense of mortality as their cauterizing flames are known to heal grievous wounds 

The initial spark that ignited these powers may vary/ The Sorcerer could have been nearby a rebirth of a Phoenix. A possible boon from a being from the elemental plane of fire. Or a possible spiritual awakening within a volcano are possible sources for this most burning of powers.

Phoenix spells

You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

1st- Burning Hands. Cure wounds. Control flames

2nd- Continual Flame. Scorching ray. 

3rd- Fireball. Revivify 

4th- Wall of Fire. Death Ward

5th- Conjure elemental (Only fire) Flame Strike.

Mantle of Fire

At level 1 upon choosing this subclass. The power of the Phoenix awakens within you. As a free action you are able to ignite any flammable object, such as a torch, drapery or a stick of wood when you touch it. 

 Additionally As a Bonus action you channel the mystical fire of the Phoenix.  Igniting yourself with a blaze of the phoenix. For one minute unless you are incapacitated. You gain the following benefits.

  • You gain resistance to Fire damage
  • You radiate a aura of fire around yourself. Creating of aura of bright light within 30 feet of yourself. And a Aura of dim light within an additional 30 feet
  • When you land a cantrip or leveled spell of first level or higher that deals fire damage. You are able to force a creature to make a Constitution saving throw based on your Spell DC. If they fail the creature will burst into flames. Taking Fire damage equal to your proficiency modifier for one minute. The burning creature can repeat the saving throw on their turn. If they succeed the burning goes away. The effect can also be extinguished by say Control fire

You can use this ability a number of times equal to your proficiency bonus before needing a long rest.

 

Phoenix Flare

At level 6 in this subclass. You channel the wild flares of the Phoenix and the anger of the creature,  As a reaction when you drop to 0 hit points. You are able to instead drop to 1 hit points. You also gain 1d10+Your Sorcerer Level in temporary hit points. If you use this while your Mantle Of Fire is active. You cause a cauterizing burst around yourself. Dealing 1d10+Your Sorcerer level+Your Charisma modifier in fire damage to selected creatures within 10 feet of yourself. After using this feature you can't use it again until 1d2 long rests later.

In Addition to his. Any spells you cast that deal fire damage now ignore resistances to fire damage. While in your Mantle of fire, any spell you cast that deal fire damage ignores any immunity to fire damage. 

Incineration Ward

At level 14. The Mythological fire that dwells within you. Healing and cleansing you and your allies wounds. When you expend a spell slot on a leveled spell that deals fire damage. You can expend 2 Sorcery points to regenerate you or another creatures health points equal to the spells level+Your Sorcerer level. You can use this once per round

You also learn the spell Absorb Elements. It counts as a Sorcerer spell for you. But doesn't count against the number of Sorcerer spells you know. You can this spell without using a spell slot a number of times equal to your Charisma modifier (Minimum of 1) before needing a long rest. Additionally you can use this spell as a reaction to another creature within your line of sight taking Acid, Cold, Fire, Lightning or Thunder damage. If you use it in this way the creature gains the additional melee damage. 

Awakened Mythology

At level 18 in this subclass. You harness the true power of the Phoenix. Reawakening it in a blaze of flaming glory. Once per long rest you are as a Action. able to expend a use of your Mantle of Fire in order to summon a Legendary Phoenix of fire. The Phoenix shares you initiative roll. But takes its turn immediately after your turn. The Phoenix lasts for one hour or if you dismiss it as a free action.

Phoenix of Fire

Strength(+3) Dexterity(+6) Constitution(+7) Intelligence. Wisdom (+5) Charisma (+4)

Hit Points: 10+5 times your Sorcerer level

Proficiency bonus: Based on your proficiency bonus 

Saving throws: Constitution. Dexterity 

Flying Speed: 60. 

Kindling Talons: Melee Weapon attack As a attack action. The Phoenix of fire slices at a creature with its talons. Make a melee attack. Dealing 2d6+Your spell modifier slashing damage. The Phoenix is able to use these twice per turn

Volcanic Breath: Ranged Spell attack) As a Attack action. The phoenix of Fire breathes a line of molten magma either as a 30 foot cone. Or a 60 feet line that is 10 feet wide. Creatures within it's radius must make a Dexterity saving throw based on your Spell DC. Or take 4d10 fire damage. 

Siege: The Phoenix of Fire has the Siege property, Meaning it deals double damage to structures. 

Flyby: The Phoenix of Fire has the Flyby property. Meaning it doesn't provoke opportunity attacks when it flies out of a enemies reach

Phoenix Extinguished

The Phoenix of fire isn't summoned 

The Phoenix unleashed

The Phoenix of fire is summoned 

 

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