Base Class: Sorcerer
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folks nervous. If a fire breaks out in a town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behaviour, confident that the essence of the phoenix can save them.
Phoenix Magic
You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. These spells count as sorcerer spells for you, but don’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Phoenix Spells
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Sorcerer Level |
Spells |
|---|---|
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1 |
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3 |
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5 |
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7 |
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9 |
Mantle of Flame
Starting at 1st level, you can unleash the phoenix fire that blazes inside you. As a bonus action, you can magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
- You emit bright light in a 30-foot radius and dim light for an additional 30 feet.
- Hostile creatures that end their turn within 5 feet of you or hit you with a melee attack take fire damage equal to your Charisma modifier (minimum 1 damage).
- Any spell you cast that deals fire damage or restores hit points gains a bonus equal to your Charisma modifier (minimum 1).
You can use this feature a number of times equal to your proficiency bonus per long rest. At 6th level, you can spend 3 sorcery points to use this feature an additional time, even if you have expended all normal uses.
Phoenix Touch
At 1st level, your body is imbued with the power of a phoenix. As an action, you can magically ignite a flammable, non-magical object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. Alternatively, you can heal a creature you touch by 1d6 plus your Charisma modifier (minimum 1); this increases to 1d8 at 6th level, 1d10 at 14th level and 1d12 at 18th level. This can be used a number of times equal to your proficiency bonus per long rest.
Blazing Rebirth
Starting at 6th level, the burning energy within you grows restless and vengeful. In the face of defeat, it surges outward to protect you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to your sorcerer level + your Charisma modifier.
If you use this feature while your Mantle of Flame is active, the damage of this feature doubles and your Mantle of Flame immediately ends. This also grants you 1 use of Mantle of Flame back when you finish a short rest.
Once you use this feature, you can’t use it again until you finish a long rest.
Phoenix Wings
Also at 6th level, you can cause flaming wings to adorn your back. While your Mantle of Flame is active, you can gain a flying speed of 40 feet. If you already have a flying speed greater than 30 feet, it increases by 10 feet. When you reach 14th level in this class, you gain the ability to hover while using this feature.
Restoring Embers
Starting at 14th level, your fire spells soothe and restore you, while your healing power subconsciously extends to yourself. Whenever you cast a spell of 1st level or higher that deals fire damage or restores hit points, you regain hit points equal to the slot’s level + your Charisma modifier (minimum 1).
Phoenix Ascent
At 18th level, you finally master the spark of fire that dances within you. While your Mantle of Flame is active, you gain the following benefits:
- You have resistance to all damage.
- Your Restoring Embers healing is doubled.
- When you would normally roll one or more dice to restore hit points with a spell or your Phoenix Touch feature, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
- You ignore hostile creatures’ resistance to fire damage and treat immunity as resistance.
Previous Versions
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8/17/2023 5:04:52 PM
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