Base Class: Sorcerer
You channel the undying flames of the phoenix.
The spirit of a phoenix has reincarnated and chosen you as its vessel, lending you its power in exchange for allowing it to inhabit your mortal form.
Level 3: Heart of the Phoenix
Your soul burns with the eternal flame of a phoenix, granting you the following benefits.
Unyielding Flame: Death saving throws are made at Advantage.
Kindled Magic: When you cast a Sorcerer spell that deals fire or radiant damage, you can change its damage type to fire or radiant, choosing between the two. This choice applies to only one casting of the spell, and you can make this change only once per turn.
Phoenician Prominence
Prominence: You can use a magic action to channel the phoenix incarnate. You sprout wings of sunfire and gain a flight speed equal to your movement speed for 10 minutes. You shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet, and at the end of each of your turns, each hostile creature within your Bright Light must make a Dexterity saving throw or take Radiant damage equal to your Sorcerer level plus your Charisma Modifier (minimum of 1). Once you transform, you can’t do so again until you finish a Long Rest.
Phoenix Flare: While Prominence is active, when a creature you can see hits you with an attack, you can use your reaction to reduce the damage you take by 1d10 plus your Charisma modifier plus your Sorcerer level, then teleport up to 15 feet to an unoccupied space you can see. If you reduce the damage to 0, you can release a burst of flame that erupts from the space you left; each creature of your choice within 5 feet of that space takes fire damage equal to your Charisma modifier.
You can use Phoenix Flare a number of times equal to your proficiency bonus per long rest.
Rebirth
When you are reduced to 0 hit points but not killed outright, you can use your Reaction to regain hit points equal to half your Sorcerer level (rounded down) plus your Charisma modifier (minimum of 1 hit point). You may then teleport to an unoccupied space you can see within 30 feet of yourself, and each creature of your choice within 10 feet of the space you left must make a Dexterity saving throw against your Sorcerer spell save DC. On a failed save, a creature takes fire or radiant damage (your choice) equal to 4d8 plus your Charisma modifier. On a successful save, it takes half as much damage. When you return, you can end one effect causing you to be charmed or frightened. You also gain temporary hit points equal to your Sorcerer level.
Once you use Rebirth, you cannot use it again until you finish a long rest.
Aura of Brilliance
When you expend a charge of your Innate Sorcery, you shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light lasts until the start of your next turn.
Whenever you see a creature in your Bright Light make a saving throw, you can take a Reaction to grant that creature a bonus to the save equal to your Charisma modifier (minimum of +1). Whenever an enemy within your Dim Light fails a saving throw, it takes Radiant damage equal to your Sorcerer level.
The saving throw bonus and radiant damage of this feature also apply to creatures illuminated by the Bright Light or Dim Light you shed through your other Phoenician features.
Phoenician Spells
When you reach a Sorcerer level specified in the Phoenician Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Hellish Rebuke, Guiding Bolt |
| 5 | Lesser Restoration, Prayer of Healing, Revivify |
| 7 | Death Ward |
| 9 | Flame Strike, Greater Restoration |
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