Base Class: Sorcerer
Your innate magic comes from the mingling of a small amount of phoenix blood with that of you or your ancestors. Most of these bloodlines are the result of some form of pact or favor.
Developer note - NOT PART OF THE DESCRIPTION: I am fully aware that this is similar to the Draconic Bloodline subclass. I used that as a base model and changed a few things. If you find this to be unbalanced, feel free to down vote it, but please do not just down vote it because it seems like a knockoff. It is inspired by Draconic Bloodline, not copying it.
Expanded Spell List
Your bloodline grants you additional power over fire, as well as minor power over life and death, allowing you to learn additional spells. The following cantrip, 2nd level, and 5th level spells are added to the sorcerer spell list for you.
- Cantrip
- Produce Flame
- 2nd level
- Flaming Sphere
- 5th level
- Reincarnate
Fire Affinity
Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Phoenix Wings
At 14th level, you gain the ability to sprout a pair of phoenix wings from your back, gaining a flying speed equal to your current speed. You can create or dismiss these wings as a bonus action on your turn. You can't manifest these wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate the wings will have holes burnt into where the wings manifested.
From Ashes
You have inherited the phoenix's rebirth abilities, though it costs a you significant amount of magical power to utilize. Within 5 minutes of dying, you may expend 10 sorcery points, a spell slot of 7th level or higher, and 10,000 experience points, lowering your level in this class as necessary and removing any class features that would be lost to revive yourself in a similar manner to a Resurrection spell, and require a DC 20 Dexterity saving throw for every creature or object within 5 feet of you, dealing 1d6 fire damage on a failed save. You have no memory of the hour before your demise, and retain all curses, but you are otherwise in perfect condition upon revival in this manner. This ability can only be used at the end of what was once your turn if used during combat.
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