Sorcerer
Base Class: Sorcerer

 

Phoenix Soul Features

Sorcerer Level

Feature

3rd

Kindled Heart, Mantle of Flame, Phoenix Soul Spells

6th

Radiant Rebirth, Phoenix Spark

14th

Healing Embers

18th

Phoenix Ascendant

Kindled Heart

3rd-level Phoenix Soul feature

The fire in your soul can manifest as searing flame or blinding light. Your bond with the phoenix grants you power and protection.

  • When you cast a spell that deals damage, you can choose to change its damage type to fire or radiant.

  • You gain resistance to fire and radiant damage.

Mantle of Flame

3rd-level Phoenix Soul feature

You can ignite your inner fire into a radiant defense.

While you aren’t wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

You also learn the Produce Flame cantrip, which does not count against your cantrips known.

Phoenix Soul Spells

3rd-level Phoenix Soul feature

Your connection to the phoenix grants you access to spells of flame, light, and healing. You always have the following spells prepared, and they count as sorcerer spells for you. They do not count against your spells known.

Sorcerer Level

Spells

3rd

Cure Wounds, Burning Hands

5th

Lesser Restoration, Scorching Ray

7th

Beacon of Hope, Fireball

9th

Wall of Fire, Guardian of Faith

Radiant Rebirth

6th-level Phoenix Soul feature

When battle begins, your phoenix soul flares with divine sparks. Whenever you roll initiative, roll a d20. You gain the benefit shown on the Radiant Rebirth Table until the end of the combat.

Radiant Rebirth Table

d20

Effect

1

Your Armor Class increases by 1.

2

You gain 5 temporary HP.

3

Your walking speed increases by 10 ft.

4

Your next healing spell heals an additional die of HP.

5

Your next damaging spell deals an additional die of damage.

6

The first attack or spell attack roll you make this combat gets an additional +1 to hit.

7

The first time you are hit this combat, reduce the damage taken by 3. This effect applies after resistances and vulnerabilities are applied.

8

You shed bright light in a 20 ft. radius around you and allies within this radius gains a +1 to saving throws.

9

Whenever you roll a 1 on a dice when rolling for healing, roll it again. You must take the new roll, unless it is a 1, in which case you roll again. Do this until you do not roll a 1.

10

At the beginning of your turn, you gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical sources until the end of combat.

11

Each time you are damaged you may use your reaction to deal 1d10 fire or radiant damage to the attacker.

12

The first spell you cast this combat cannot be counterspelled.

13

You gain advantage on the next saving throw you make.

14

Allies within a 10 ft. radius around you gain +1 bonus to initiative rolls.

15

Your entire party is given +1 to their AC for this combat.

16

You may cast a spell of 2nd level or higher using a spell slot of one level lower. The spell still takes effect as if it were cast at the original level.

17

You automatically succeed the first Constitution saving throw you make to maintain concentration this combat.

18

You may take the Dash action as a bonus action once this combat.

19

You are immune to the first status condition you would take this combat.

20

You roll again twice on this table, rerolling any results of 20. 

Phoenix Spark

6th-level Phoenix Soul feature

The fire within you protects you in death.

Once per long rest, when you are reduced to 0 hitpoints, you are instead reduced to 1 hitpoint. If this reduction in hitpoints was caused by a spell or attack, you may cast Hellish Rebuke at the highest level you have the spell slot for, without expending that slot or using a reaction on the attacker.

You regain this ability after a long rest.

Healing Embers

14th-level Phoenix Soul feature

Your healing magic is enhanced by the phoenix’s grace.

Whenever you cast a healing spell, if you roll below half the maximum healing possible for that spell, you may instead heal half that spell’s maximum healing.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Phoenix Ascendant

18th-level Phoenix Soul feature

You become a living avatar of the phoenix, your magic empowering all who fight beside you.

As an action, you can unleash your full power. For 1 minute gain the following benefits as long as they are within that radius:

  • You and all allies within a 30 ft. radius of you gain a 1d4 bonus to attack rolls, saving throws, and healing rolls, including healing received from potions or abilities.

  • Whenever a creature within 30 ft. of you receives healing, you may have that creature regain additional hitpoints equal to your Charisma modifier.

  • Allies within 30 ft. of you gain resistance to fire and radiant damage.

  • Enemies within 10 feet of you have disadvantage on saving throws against spells you or your allies cast that deal fire or radiant damage.

You may, as a bonus action, expend 6 Sorcery Points to regain use of this feature. Additionally, you regain use of this feature whenever you finish a long rest.

Kindled Heart

Kindled Heart

3rd-level Phoenix Soul feature

The fire in your soul can manifest as searing flame or blinding light. Your bond with the phoenix grants you power and protection.

  • When you cast a spell that deals damage, you can choose to change its damage type to fire or radiant.

You gain resistance to fire and radiant damage.

Mantle of Flame

Mantle of Flame

3rd-level Phoenix Soul feature

You can ignite your inner fire into a radiant defense.

While you aren’t wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

You also learn the Produce Flame cantrip, which does not count against your cantrips known.

Radiant Rebirth

Radiant Rebirth

6th-level Phoenix Soul feature

When battle begins, your phoenix soul flares with divine sparks. Whenever you roll initiative, roll a d20. You gain the benefit shown on the Radiant Rebirth Table until the end of the combat.

Radiant Rebirth Table

d20

Effect

1

Your Armor Class increases by 1.

2

You gain 5 temporary HP.

3

Your walking speed increases by 10 ft.

4

Your next healing spell heals an additional die of HP.

5

Your next damaging spell deals an additional die of damage.

6

The first attack or spell attack roll you make this combat gets an additional +1 to hit.

7

The first time you are hit this combat, reduce the damage taken by 3. This effect applies after resistances and vulnerabilities are applied.

8

You shed bright light in a 20 ft. radius around you and allies within this radius gains a +1 to saving throws.

9

Whenever you roll a 1 on a dice when rolling for healing, roll it again. You must take the new roll, unless it is a 1, in which case you roll again. Do this until you do not roll a 1.

10

At the beginning of your turn, you gain resistance to your choice of bludgeoning, piercing, or slashing damage from nonmagical sources until the end of combat.

11

Each time you are damaged you may use your reaction to deal 1d10 fire or radiant damage to the attacker.

12

The first spell you cast this combat cannot be counterspelled.

13

You gain advantage on the next saving throw you make.

14

Allies within a 10 ft. radius around you gain +1 bonus to initiative rolls.

15

Your entire party is given +1 to their AC for this combat.

16

You may cast a spell of 2nd level or higher using a spell slot of one level lower. The spell still takes effect as if it were cast at the original level.

17

You automatically succeed the first Constitution saving throw you make to maintain concentration this combat.

18

You may take the Dash action as a bonus action once this combat.

19

You are immune to the first status condition you would take this combat.

20

You roll again twice on this table, rerolling any results of 20. 

Phoenix Spark

Phoenix Spark

6th-level Phoenix Soul feature

The fire within you protects you in death.

Once per long rest, when you are reduced to 0 hitpoints, you are instead reduced to 1 hitpoint. If this reduction in hitpoints was caused by a spell or attack, you may cast Hellish Rebuke at the highest level you have the spell slot for, without expending that slot or using a reaction on the attacker.

You regain this ability after a long rest.

Healing Embers

Healing Embers

14th-level Phoenix Soul feature

Your healing magic is enhanced by the phoenix’s grace.

Whenever you cast a healing spell, if you roll below half the maximum healing possible for that spell, you may instead heal half that spell’s maximum healing.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

Phoenix Ascendant

Phoenix Ascendant

18th-level Phoenix Soul feature

You become a living avatar of the phoenix, your magic empowering all who fight beside you.

As an action, you can unleash your full power. For 1 minute gain the following benefits as long as they are within that radius:

  • You and all allies within a 30 ft. radius of you gain a 1d4 bonus to attack rolls, saving throws, and healing rolls, including healing received from potions or abilities.

  • Whenever a creature within 30 ft. of you receives healing, you may have that creature regain additional hitpoints equal to your Charisma modifier.

  • Allies within 30 ft. of you gain resistance to fire and radiant damage.

  • Enemies within 10 feet of you have disadvantage on saving throws against spells you or your allies cast that deal fire or radiant damage.

You may, as a bonus action, expend 6 Sorcery Points to regain use of this feature. Additionally, you regain use of this feature whenever you finish a long rest.

Phoenix Soul Spells

Phoenix Soul Spells

3rd-level Phoenix Soul feature

Your connection to the phoenix grants you access to spells of flame, light, and healing. You always have the following spells prepared, and they count as sorcerer spells for you. They do not count against your spells known.

Sorcerer Level

Spells

3rd

Cure Wounds, Burning Hands

5th

Lesser Restoration, Scorching Ray

7th

Beacon of Hope, Fireball

9th

Wall of Fire, Guardian of Faith

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