Sorcerer
Base Class: Sorcerer

You draw your power from the fire of the phoenix, it inhabits you and fuels your spells. Perhaps an ancestor held a pact with a phoenix, granting their bloodline strength in exchange for service. Maybe you were the subject of an unlikely convergence with a plane in which one resides, its flame leaping out to connect with you. Or your power could come from an artifact closely connected to the firebird. Whatever the case, you are now a vessel for that restless fire, taking strength from it. Even as it manifests itself, unbidden, to touch the world around you.

This power is a mixed blessing; you gain tremendous strength, invoking awe-inspiring conflagrations and even cheating death. But the flame seethes within you, demanding to be let loose. You cannot bear to watch a fire fade away and may feel unsafe or insecure without the comfort of a lamp or brand. Like a sleeping ember, this smouldering energy is also prone to waking unpredictably. Igniting, white-hot, at any moment; spurring a phoenix sorcerer to reckless and impulsive decisions, secure in the knowledge that the power of the phoenix can bring them back from the brink of death.

It is rare enough to meet a phoenix sorcerer, and rarer still in populated areas. Such sorcerers tend to be itinerant in nature; having a reputation for reckless behaviour and an unnerving affinity for fire can put even the most level-headed people on edge and any stray spark might see such a sorcerer driven out of town, guilty or not.  A travelling band of adventurers might, therefore, seem like a natural fit for one, accustomed as they are to wandering. And the added protection of a group of strong companions certainly won't go amiss.


 

Phoenix Sorcery Quirks

 Your connection to the legendary phoenix has left you changed in some way. As an option, you can pick from or roll on the phoenix sorcery quirks table to create a quirk for your character.

d6 Quirk
1 Your fingers sometimes leave black marks on things they touch.
2 Motes of fire dance behind your eyes.
3 You feel unsafe or uncomfortable when not in the presence of flame. You have trouble sleeping without a roaring campfire.
4 You feel compelled to light up dark places.
5 You feel a chill very easily, even in mild weather.
6 You are prone to unpredictable, impulsive outbursts.

Fire Affinity

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand, as long as it isn't being worn or carried —an object such as a torch, a piece of tinder, or the hem of drapes. You also gain the cantrip Control Flames, which doesn't count against the number of sorcerer cantrips you know.

Mantle of Flame

Starting from 1st level, the unstable flame that burns within you manifests itself unbidden, bursting forth when you tap into it's power. You can harness the power of your fire spells to become engulfed in a magical conflagration, flames surround you and your eyes glow white-hot.

 When you roll fire damage for a spell you cast, you can re-roll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

 Whenever you cast a spell that deals fire damage you may wreathe yourself in phoenix-fire for 1 minute. These flames don't harm you or your possessions and cannot spread to or ignite other objects. While under the effects of Mantle of Flame you gain the following benefits:

  • You emit bright light for up to 30ft and dim light for an additional 30ft

  • Each turn, the first time any creature within 5ft hits you with a melee attack it takes 1d4 fire damage, increasing to 1d6 at level 10 and 1d8 at level 15.

  • When wearing no armour you gain a bonus to AC equal to your dexterity modifier.

 You can use this feature twice, increasing to 3 times at 5th level, 4 times at 10th level and 5 times at 15th level. You regain all uses after a Long Rest.

Phoenix Spark

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

When you take damage that would reduce you 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 5 feet of you must make a dexterity saving throw or take fire damage equal to half your sorcerer level (rounded up) + your charisma modifier or half on a successful save.

If you use this feature while under the effects of your Mantle of Flame, it also heals you; regaining health equal to your sorcerer level + your charisma modifier, and your Mantle of Flame immediately ends.

Once you use this feature, you can’t use it again until you finish a long rest.

Flamesoul

At 6th level, You gain resistance to fire damage.

In addition, while under the effects of your Mantle of Flame you may spend 2 sorcery points when casting a spell that deals fire damage to ignore resistance to fire (creatures and objects that are immune to fire damage are unaffected). This feature cannot be used in conjunction with another metamagic option, unless otherwise noted.

Form of the Phoenix

At 14th level, you master the spark of fire that resides within you. While under the effects of your Mantle of Flame you may spend an additional use to embody the nature of the phoenix, for 1 minute you gain the following benefits in addition the the benefits of your Mantle of Flame:

  • You manifest a pair of flaming wings. While wearing no armour you have a flying speed of 30ft and can hover.

  • Once per turn when you hit a creature with a spell that deals fire damage, you can choose a creature within 10ft of the target to take fire damage equal to half your sorcer level (rounded up) as the spell explodes into a burst of burning ash.

 If your Phoenix Spark activates while you are invoking the Form of the Phoenix, effected creatures that fail the saving throw are also pushed back by 10 ft and are knocked prone.

Rejuvinating Flame

Starting at 18th level you can call forth a flaming spirit bird to safeguard you and your allies.

As an action, you can spend 7 sorcery points to summon an intangible, invulnerable phoenix, the size of a small bird – such as an eagle or an owl – that lasts for one minute. While this phoenix is active you can, as a bonus action on your turn, send it soaring to one creature of your choice that is within 30ft of you, causing it to regain 3d8 hit points OR end one condition afflicting it. This condition can be Blinded, Deafened, Paralysed or Poisoned.

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