Base Class: Warlock
Your patron is a powerful Phoenix. Whether through study of ancient and arcane texts or by knowledge passed to you through trust or tradition, you have gained access to this primal being’s power. Your pact grants you access to the Phoenix’s powers of fire and rebirth, empowering the fires you make, and allowing you to heal and strengthen yourself and your allies.
Your ties to the Phoenix affect your personality and motivations. You gain an appreciation for the cycles of life, death, and rebirth, and understand that sometimes destruction is necessary for new creation. You also find yourself drawn to light, fire, and warmth. You also have a strong understanding of the destructive nature of your power. Owing to the ways it can affect the world around you, you will be hesitant to let your full strength be known, and even more hesitant to teach others.
You may choose from the options on the following table or roll 1d6 to determine where you learned the pact of the Phoenix.
Roll |
Origin |
| 1 | You were granted a vision of the Phoenix after a near-death experience. |
| 2 | You re-enacted a ritual described in mosaics in an ancient temple. |
| 3 | The secrets of the Phoenix have been passed down through your family for generations. |
| 4 | You built rapport with a strange hermit in the wilderness who taught you the pact before passing on. |
| 5 | You encountered an enigmatic rune and, upon studying it, gained a connection with the Phoenix. |
| 6 | You were captured by a cult who attempted to burn you to death, but when the flames touched you, the cultists were the ones who burned. |
| 7 | You were a sickly child whose parents dedicated you to the Phoenix in hopes of curing you. It worked, at least somewhat. |
| 8 | You encountered a dying phoenix in the wilderness and cared for it while it died, only to be given knowledge of the pact when it was reborn. |
Expanded Spell List
The Phoenix lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | cure wounds, burning hands |
| 2nd | flaming sphere, lesser restoration |
| 3rd | mass healing word, revivify |
| 4th | fire shield, wall of fire |
| 5th | immolation, greater restoration |
Bonus Cantrips
At 1st level, you learn the [Tooltip Not Found] and spare the dying cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Flames of Life
Your connection with the Phoenix grants you the knowledge needed to sustain life. You gain proficiency in the Medicine skill, and can use the higher of your Charisma and Intellect modifiers to make Medicine skill checks.
Healing Embers
You gain a pool of healing embers equal to your warlock level. Once per round, when you deal fire damage, you can cause the embers of flame to bolster nearby allies. Choose a number of creatures within 5 feet of the target no greater than your proficiency bonus. You spend one healing ember per creature, and each will receive healing equal to your Charisma modifier. A creature can be healed this way only once per turn.
On a short rest, you can choose to use one of your hit point dice to replenish your pool of healing embers.
On a long rest, you regain all expended healing embers.
Born of Flame
Starting at 6th level, your link to the Phoenix allows you to serve as a conduit for fire and healing energy. Whenever you cast a spell that deals fire damage or that heals a creature, you can use a reaction to expend a single healing ember to bolster your allies. Choose a number of creatures within 30 feet of you no greater than your proficiency bonus. Each creature gains temporary hit points equal to 1d8 plus your Charisma modifier.
Additionally, you gain resistance to fire damage.
Blistering Heat
Starting at 10th level, whenever you cast a spell that deals fire damage, your body exudes extreme heat. All creatures of your choice within five feet of you must succeed a dexterity saving throw against your spell save DC or take fire damage equal to your proficiency bonus plus your charisma modifier, taking half as much damage on a success.
Additionally, whenever you cast a spell that heals a creature, the flames of the Phoenix’ life bolster your allies. All creatures of your choice within five feet of you receive healing equal to your proficiency bonus plus your charisma modifier.
Primordial Flame
Starting at 14th level, your connection with the Phoenix grants you a channel to the primordial flame. You gain the following benefits:
- You gain immunity to fire damage.
- You learn the Primordial language.
- When a creature you can see within 30 feet of you takes fire damage, you can use a reaction to expend a healing ember to immediately heal them for hit points your charisma modifier.
Funerary Pyre
Starting at 14th level, your connection with the Phoenix empowers you even in death. You do not fall unconscious when your hit point total falls to 0, but must make death saving throws as normal. While in this state:
- Your attempts to cause healing through magic or other features do not succeed.
- Your body begins to slowly turn to cinders, and you have disadvantage on dexterity saving throws.
- Your movement speed is reduced to zero.
Whenever you fail a death saving throw, you can choose to take a reaction to deal fire damage to all creatures of your choice within thirty feet equal to 2d4 plus your charisma modifier, as their life essence burns.
Once you use this feature, you can’t use it again until you finish a long rest.
Blazing Revival
Starting at 14th level, your connection with the Phoenix empowers you to overcome death itself. If an unnatural death finds you, your body turns to ash. Once three turns have passed since you died, you can choose to revive yourself. Roll all of your remaining hit dice. As an action, you rise from the ashes and regain hit points equal to the amount you rolled plus your charisma modifier, and then you stand up, if you so choose. Additionally, each creature of your choice that is within 30 feet of you takes fire damage equal to the amount you rolled plus your charisma modifier. When you are revived in this way, you regain all expended uses of your healing embers.
Once you use this feature, roll a d6. On a roll of 5 or 6, you can never use this feature again, and bear a scar of the flame on your body in the shape of a phoenix that can never be removed. Otherwise, you cannot use this feature again until 1d4 weeks have passed.
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