Base Class: Sorcerer
Within certain noble families, at any given time, only one soul among the bloodline may carry the fire of the phoenix. This power does not spread, it chooses. When it awakens, it marks its bearer as both heir and end, a living culmination of generations of dormant potential.
Sorcerers of the Phoenixbourne inherit their magic through lineage, but not through abundance. Whether by divine design, arcane selection, or the binding of a true phoenix’s soul to the family line, the magic manifests in only one individual per generation. When the power ignites, it eclipses all others, leaving the rest of the family forever mundane.
Those who bear this bloodline are often expected—or compelled—to become the patriarch or matriarch of their family, serving as both protector and symbol of continuity. Their magic embodies the phoenix’s dual nature: devastating flame and inevitable rebirth. To wield this power is to burn brightly, knowing that every rise demands a fall, and every blaze leaves ashes behind.
Some phoenix sorcerers believe their magic is the reincarnated soul of an ancient phoenix, reborn again and again through the same bloodline. Others insist it is a magically enforced law of inheritance, a self-correcting force that ensures the power can never be diluted. Whatever its origin, the fire within them is patient, eternal, and unforgiving.
A Phoenixbourne Sorcerer does not merely cast spells of flame—they embody fire’s promise and threat. Their presence heralds renewal through destruction, and their legacy is never shared, only awaited.
Phoenix Magic
You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. Each spell counts as a sorcerer spell for you, but it doesn’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 Magic |
|
|
Sorcerer Level |
Spells |
|
1st |
Burning Hands, Feather Fall |
|
3rd |
Levitate, Scorching Ray |
|
5th |
Revivify, Fireball |
|
7th |
Dimension Door, Fire Shield |
|
9th |
Immolation, Control Winds |
Spellfire Ovoids
Starting at 1st level, you can conjure Spellfire Ovoids, mystical, egg-shaped motes of magical energy that hover in an arch above you whenever you generate Sorcery Points or expend a 1st- to 5th-level spell slot. You can have a number of Spellfire Ovoids equal to your Charisma modifier (minimum of 1).
You can expend one or more Spellfire Ovoids with this feature in one of four ways:
- Vital Infusion (Action): Expend Ovoids to use one or more of your Hit Dice, healing yourself as if you had spent them normally.
- Flame-Force Empowerment (Bonus Action): Expend Ovoids to enhance a spell you cast that deals fire or force damage, increasing its spell attack roll and spell save DC by 1 per Ovoid expended.
- Phoenix’s Last Stand (Reaction): Expend Ovoids to gain advantage on death saving throws, adding the number of Ovoids used to the rolls.
- Paragon Protection (Free Action/Reaction): Expend Ovoids to protect allies from your Paragon Conflagration. For each Ovoid expended, choose up to two creatures. Those creatures automatically succeed on their saving throws against both the Wall of Fire and Fireball portions of Paragon Conflagration and take no damage from either effect.
You can use this feature a number of times equal to half your proficiency bonus, regaining all expended uses after a long rest.
The ovoids glow with a fiery aura, crackling softly as they hover above you, like tiny eggs of magical rebirth, ready to empower your spells, mend your wounds, or defy death itself.
Phoenix Ornithomancy
Starting at 6th level, you gain resistance to fire. In addition, when you make a saving throw against a spell or effect that deals fire damage, you have advantage on the save.
If you succeed on the saving throw:
- you take no damage from the effect and instead gain temporary hit points equal to half the damage that would have been dealt.
- You gain a Spellfire Ovoid equal to the spell level cast on you.
Fiery Rebirth
Starting at 14th level, if struck to 0 or less HP, you may use your reaction to cast Hellish Rebuke (if applicable) on the attacker and regain 1 HP plus Temporary HP equal to your maximum HP and gain 1d4 points of Exhaustion.
You can do this only once per Long Rest.
Paragon Conflagration
At 18th level, you can unleash a cataclysmic blaze in the form of a soaring phoenix. As an action, you conjure a phoenix-shaped inferno that flies in a straight line to a point you can see within 150 feet.
As the phoenix travels, it leaves a blazing trail along its path. Creatures affected by this trail are subjected to the effects of wall of fire, cast at 9th level, with the wall arranged along the phoenix’s path as you choose.
When the phoenix reaches its destination, it detonates in an eruption of flame. Each creature in a 20-foot-radius sphere centered on that point is subjected to the effects of fireball, cast at 9th level.
When you use this feature, you may expend one or more Spellfire Ovoids. For each Spellfire Ovoid expended, choose up to two creatures affected by this feature. Chosen creatures automatically succeed on their saving throws against both the wall of fire and the fireball and take no damage from either effect.
Once you use this feature, you can’t do so again until you finish a long rest.
Phoenix Magic
Phoenix Magic
You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. Each spell counts as a sorcerer spell for you, but it doesn’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 Magic |
|
|
Sorcerer Level |
Spells |
|
1st |
Burning Hands, Feather Fall |
|
3rd |
Levitate, Scorching Ray |
|
5th |
Revivify, Fireball |
|
7th |
Dimension Door, Fire Shield |
|
9th |
Immolation, Control Winds |
Burning Hands
Learn the Burning Hands spell.
Control Winds
Learn Control Winds spell.
Dimension Door
Learn the Dimension Door spell.
Feather Fall
Learn the Feather Fall Spell.
Fire Shield
Learn the Fire Shield spell.
Fireball
Learn the Fireball spell.
Immolation
Learn the Immolation spell.
Levitate
Learn the Levitate spell.
Revivfy
Learn the Revivify spell.
Scorching Ray
Learn the Scorching Ray spell.
Spellfire Ovoids
Starting at 1st level, you can conjure Spellfire Ovoids, mystical, egg-shaped motes of magical energy that hover in an arch above you whenever you generate Sorcery Points or expend a 1st- to 5th-level spell slot. You can have a number of Spellfire Ovoids equal to your Charisma modifier (minimum of 1).
You can expend one or more Spellfire Ovoids with this feature in one of four ways:
- Vital Infusion (Action): Expend Ovoids to use one or more of your Hit Dice, healing yourself as if you had spent them normally.
- Flame-Force Empowerment (Bonus Action): Expend Ovoids to enhance a spell you cast that deals fire or force damage, increasing its spell attack roll and spell save DC by 1 per Ovoid expended.
- Phoenix’s Last Stand (Free Action/Reaction): Expend Ovoids to gain advantage on death saving throws, adding the number of Ovoids used to the rolls.
- Paragon Protection (Bonus Action): Expend Ovoids to protect allies from your Paragon Conflagration. For each Ovoid expended, choose up to two creatures. Those creatures automatically succeed on their saving throws against both the Wall of Fire and Fireball portions of Paragon Conflagration and take no damage from either effect.
You can use this feature a number of times equal to half your proficiency bonus, regaining all expended uses after a long rest.
The ovoids glow with a fiery aura, crackling softly as they hover above you, like tiny eggs of magical rebirth, ready to empower your spells, mend your wounds, or defy death itself.
Phoenix Ornithomancy
Starting at 6th level, you gain resistance to fire. In addition, when you make a saving throw against a spell or effect that deals fire damage, you have advantage on the save.
If you succeed on the saving throw:
- you take no damage from the effect and instead gain temporary hit points equal to half the damage that would have been dealt.
- You gain a Spellfire Ovoid equal to the spell level cast on you.
Fiery Reprisal
Starting at 14th level, when a creature hits you with an attack that would reduce you to 0 HP, you instead drop to 1 HP. Immediately, you can use your reaction to cast Hellish Rebuke at 5th level against the creature that hit you and gain temporary hit points equal to the damage dealt by that attack. You gain 1 level of exhaustion.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Flames surge from your body like a phoenix in its final burst, scorching those who struck you as your essence is reborn from the ashes.
Hellish Rebuke
Starting at 14th level, when a creature hits you with an attack that would reduce you to 0 HP, you instead drop to 1 HP. Immediately, you can use your reaction to cast Hellish Rebuke at 5th level against the creature that hit you and gain temporary hit points equal to the damage dealt by that attack. You gain 1 level of exhaustion.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Flames surge from your body like a phoenix in its final burst, scorching those who struck you as your essence is reborn from the ashes.
Paragon Conflagration
At 18th level, you can unleash a cataclysmic blaze in the form of a soaring phoenix. As an action, you conjure a phoenix-shaped inferno that flies in a straight line to a point you can see within 150 feet.
As the phoenix travels, it leaves a blazing trail along its path. Creatures affected by this trail are subjected to the effects of wall of fire, cast at 9th level, with the wall arranged along the phoenix’s path as you choose.
When the phoenix reaches its destination, it detonates in an eruption of flame. Each creature in a 20-foot-radius sphere centered on that point is subjected to the effects of fireball, cast at 9th level.
When you use this feature, you may expend one or more Spellfire Ovoids. For each Spellfire Ovoid expended, choose up to two creatures affected by this feature. Chosen creatures automatically succeed on their saving throws against both the wall of fire and the fireball and take no damage from either effect.
Once you use this feature, you can’t do so again until you finish a long rest.
Fireball (Paragon Conflagration)
When the phoenix reaches its destination, it detonates in an eruption of flame. Each creature in a 20-foot-radius sphere centered on that point is subjected to the effects of fireball, cast at 9th level.
Wall of Fire (Paragon Conflagration)
As the phoenix travels, it leaves a blazing trail along its path. Creatures affected by this trail are subjected to the effects of wall of fire, cast at 9th level, with the wall arranged along the phoenix’s path as you choose.
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Posted Dec 18, 2025There are some corrections i made in the actual character sheet and is not in the description, wich i do not know how to fix, but i do hope everyone enjoys :)