Base Class: Sorcerer
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
Phoenix Soul Quirks
| d6 | Phoenix Soul |
|---|---|
| 1 | You absentmindedly ignite small fires that quickly sputter out. |
| 2 | You cackle like a fiend when you unleash your fire spells. |
| 3 | You admire fire, even if it burns your friends. |
| 4 | You are covered in burns that mark the first time your power manifested. |
| 5 | You like your food charred. |
| 6 | You are brave to the point of recklessness. |
Phoenix Spells
1st-level Phoenix Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list.
Phoenix Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Burning Hands, Hellish Rebuke, Fire Bolt |
| 3rd | Heat Metal, Scorching Ray |
| 5th | Haste, Revivify |
| 7th | Death Ward, Fire Shield |
| 9th | Flame Strike, Raise Dead |
Phoenix Talon
1st-level Phoenix Soul feature
At 1st level, your ancestry grants you insight on how to arm yourself. You gain proficiency with light armor, and one type of one-handed melee weapon of your choice.
Instincts from your ancestors also allow you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Mantle of Flame
1st-level Phoenix Soul feature
You ignite an aspect of your soul's power, magically wreathing yourself in swirling fire, as your eyes glow like hot coals. As a bonus action, you ignite for 1 minute, provided you aren't wearing medium or heavy armor or using a shield.
You can use a bonus action to ignite the Mantle, which lasts for 1 minute. It ends early if you are incapacitated, or if you don medium or heavy armor or a shield. You can also dismiss the Mantle at any time you choose (no action required).
While your Mantle is active, you gain the following benefits:
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- Whenever you roll fire damage, the roll gains a bonus to equal to your Charisma modifier.
- Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
- You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Endless Flames
6th-level Phoenix Soul feature
You gain resistance to fire damage. In addition, fire damage you deal ignores resistance to fire damage.
When you cast spells that deal fire damage, a Burst of Fire erupts from you dealing 2d6 fire damage to creatures within 5ft of you. A flammable object hit by this effect ignites if it isn't being worn or carried.
This effect's damage increases by 1d6 when you reach 10th level (3d6), and 14th level (4d6).
Phoenix Spark
6th-level Phoenix Soul feature
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of the Phoenix, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of the Phoenix immediately ends.
Once you use this feature, you can't use it again until you finish a long rest.
Nourishing Fire
14th-level Phoenix Soul feature
Starting at 14th level, your fire spells soothe and restore you. When you cast a spell that includes a fire damage roll, you regain hit points equal to the spell's level + your Charisma modifier.
Additionally, you may treat immunity to fire damage as resistance instead.
Form of the Phoenix
18th-level Phoenix Soul feature
At 18th level, you finally master the spark of fire that dances within you. You gain immunity to fire damage, and while under the effect of your Mantle of Flame feature, you gain additional benefits:
- You have a flying speed of 40 feet and can hover.
- You have resistance to all damage.
- If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
Hex Warrior
At 1st level, you can mystically channel your will through weapons. Whenever you finish a long rest, you can touch any number of weapons that you are proficient with and that lack the two-handed property. When you attack with those weapons, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Previous Versions
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12/22/2020 6:18:50 AM
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72
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1.0
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1/7/2021 6:04:26 PM
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50
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1.1
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Coming Soon
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1/13/2021 9:14:43 AM
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62
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1
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1.2
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Coming Soon
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