Base Class: Sorcerer
Your innate magic comes from phoenix magic that was mingled with your blood or that of your ancestors. As Phoenixes are the embodiment of both life and death, so are these Sorcerers.
Natural Magic
Your link to the Phoenix allows you to join the deadly magical forces of being a sorcerer with the life-focused spells of the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Intuitive Beast Bond
Starting at 1st level, your connection with nature allows you to form meaningful alliances with creatures of the wild. You learn the beast bond spell, and it does not count against your number of spells known. This version of the spell does not require concentration, but can still only affect one creature at a time.
Starting at 2nd level, you can cast this enhanced version of beast bond by spending a sorcery point (as opposed to using a spell slot)
Intuitive Plant Growth
Starting at 6th level, you can leverage your powers over all manner of plant growth to give life to the nature around you, or have it do your bidding. You learn the plant growth spell, and it does not count against your number of spells known. You can cast the spell by spending three sorcery points.
Furthermore, when casting the spell as an action, you can choose to spend two extra sorcery points to target a 10-foot radius circle (as opposed to a 100-foot radius) and create new plants that grow into that space that weren't there before casting the spell (as opposed to only effecting plants that were already there). The same effects of overgrowth apply to the newly created plants.
Phoenix Wings
Starting at 14th level, you can use a bonus action to manifest a pair of large feathered wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
Might of the Phoenix
Beginning at 18th level, you can channel the might of your Phoenix ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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