In the most recent campaign I am playing in I created a Phoenix Sorcerer. I've been using the first version from the WotC and recently saw that it had been revised. This is something I was working on that perhaps gives it a little more flavor? Perhaps a little over powered, but I'd like to to get some feedback on my Frankenstein.
- Phoenix Magic - At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. Also gain the Produce Flame Cantrip.
1st Cure Wounds, Hellish Rebuke 2nd Healing Spirit, Heat Metal 3rd Revivify, Elemental Weapon 4th Death Ward, Otiluke's Resilient Sphere 5th Flame Strike, Raise Dead
- Aura of Cinders - Starting at 1st level, you can unleash the phoenix fire that blazes within you and emanate a fiery aura. As a bonus action, you magically wreathe yourself in swirling fire that extends 5 feet from you in every direction, but not through total cover. For 1 minute, you gain the following benefits:
You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
All Creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels. 3 at 6th level, 4 at 14th level, and 5 at 18th level
When not wearing armor, your AC equals 13+ Your Dexterity modifier.
Once you use this feature, you can’t use it again until you finish a long rest. You gain an additional use at 5th, 10th, 15th, and 20th level.
(Sorcery Point Usage Concept) Increase Aspects of the Aura Per Sorcery Point spent up to 6. At the end of the Extended Aura you suffer one level of exhaustion per point spent.
Light Radius 10 feet
Extend the Aura 5 feet
Damage of the Aura 1 extra Fire Damage
Extend the duration of the Aura by 1 Minute
(Meta Magic Option)
Alter Aura from Fire Damage to a Healing Aura for Non-Hostile Creatures
(Sorcery Point Use)
Use 1 Sorcery Point to re-ignite the Aura & suffer 1 level of exhaustion per point spent beyond daily amount
- Fire Affinity - Starting at 6th level, when you cast a spell that deals fire damage you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hours.
- Unyielding Flame - Starting at 14th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. 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 and Heal yourself for equal the amount. If you use this feature while under the effects of your Aura of Cinders, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Aura of Cinders immediately ends. Once you use this feature, you can’t use it again until you finish a long rest.
- Mantle of the Phoenix - At 18th level, you finally master the spark of fire that dances within you and unleash the powers of the Phoenix to its fullest extent. While under the effects of your Aura of Cinders you gain the additional benefits:
You have a flying speed of 20 feet and can hover.
You are Immune to Fire Damage and have resistance to Cold Damage
Increase your Charisma and Constitution scores by 4. Your maximum for those scores is temporary at 24.
Once you use this feature, you can’t use it again until the next day.
This is rather overpowered in a few ways and out of balance.
Level 1
Most Sorcerer subclasses grant 2 features here, sometimes one is less powerful but has an additional effect at level 3. You grant basically 4 features and one of which makes you the most powerful level 1 thing in all of D&D.
Just leave this as the cantrip and state they can start fires with it and also if the sorcerer had Prestidigitation they can do all of this already and at range. In other words, if they take that cantrip, most of this feature is rendered pointless. The spells section should be separate. I would consider the following:
Beginning at 1st level you learn the Produce Flame cantrip which becomes a Sorcerer cantrip for you, using your Charisma as the spellcasting ability modifier. In addition you can, at your discretion, use the flame produced by this cantrip to ignite flammable objects on touch and may use the attack granted by this cantrip against objects which also ignite if flammable.
For the spells consider the following wording:
Starting at 1st level you gain access to additional spells. At the levels shown you automatically learn the listed spells in addition to any spells you choose to learn for levelling up as detailed in the Spellcasting feature.. These spells do not count against your maximum known spells. If the spell listed does not normally show in the Sorcerer spell list it is nonetheless a Sorcerer spell for you and uses your Charisma as the spellcasting ability.
- and then the list of spells.
The spells you list are nice and thematic except for Resilient Sphere. I'd consider Fire Shield instead.
Aura of Cinders is powerful for level 1 but passable but not with the additional spells as well.
Level 6
Fire Elemental thing is perfectly fine here and you can add the Aura of Cinders feature.
For the Aura of Cinders I would write it as follows:
Starting at 6th level, you can unleash the phoenix fire that blazes within you and emanate a fiery aura. As a bonus action, you magically wreathe yourself in swirling fire that extends 10 feet from you in every direction, but not through total cover. For 1 minute, you gain the following benefits:
You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
All Creatures in your aura when you activate it or who start their turn in it each take fire damage equal to your Charisma modifier (minimum 1).
When not wearing armor, your AC equals 13+ your Dexterity modifier.
Once you use this feature, you can’t use it again until you finish a long rest. You can use the feature beyond this maximum by spending 5 sorcery points.
This keeps it balanced for a low level feature when factoring everything else you get. The “increases” for sorcery points and metamagics you mention are serious overkill and the additional uses for free is over the top. The aura is powerful and tactically beneficial in numerous ways. So, if they want to use the aura multiple times they have to sacrifice something – like Sorcery Points. They can dump all they have into extra uses or they can use their points for metamagic etc, not both.
Level 14
Perfectly fine.
Level 18
Only the last bullet point. Increasing 2 stats is too much. Remember they're already getting a lot and increasing Charisma is benefiting their attacks, damage, spell save DC, Charisma saving throw, Charisma ability and skill checks. Throwing a bonus to Constitution (Concentration) saving throws and extra HP on top is far, far, too much. The Charisma bonuses are a lot as is, leave at that. I would, however, increase the Fly speed granted to 30 feet and add flavour text that they manifest fiery wings.
I would also change the "next day" recharge and stick to "long rest". The reason why D&D uses this terminology is to prevent abuse. For example if they enter a battle 11:55 pm then at 12:01 am it's automatically recharged based on your wording since it is now the next day. Also, many campaigns often use different time systems so even something like "24 hours" is problematic. Long Rest serves the best purpose here for recharging what we would normally think of as a "once a day" ability.
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These are just my suggestions and I hope you find them useful.
As I understand it, this subclass's theme would be a more reckless spellcaster who is more inclined to cast their fire spells in the thick of a fight (relying on getting hit to do additional fire damage on opponents' turns, instead of being more of a gish). The bolded sections are the edits:
Ignite(rename?) - At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand - an object such as a torch, a piece of tinder, or the hem of drapes. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Mantle of Flame - Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
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.When a creature hits you with a melee attack from within 5 feet, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level + your Charisma modifier.
Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier. (The wording of this benefit may need to be modified so that the damage isn’t added to each damage roll of spells like Scorching Ray. This is to bring it in line with similar abilities such as the Draconic Sorcerer’s Elemental Affinity.)
Once you use this feature, you can’t use it again until you finish a long rest. When you reach 2nd level in this class, you may spend 1 (maybe 2?) sorcery point(s) to gain an additional use of this feature before you finish a long rest.
Phoenix Spark - Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
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 Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Nourishing Fire - Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
Form of the Phoenix - At 18th level, you finally master the spark of fire that dances within you. 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 damage to each creature.
When a creature fails a saving throw for a spell you cast which includes a fire damage roll, it is blinded until the end of your next turn.
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- Phoenix Magic -
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes. Also gain the Produce Flame Cantrip.
2nd Healing Spirit, Heat Metal
3rd Revivify, Elemental Weapon
4th Death Ward, Otiluke's Resilient Sphere
5th Flame Strike, Raise Dead
Starting at 1st level, you can unleash the phoenix fire that blazes within you and emanate a fiery aura. As a bonus action, you magically wreathe yourself in swirling fire that extends 5 feet from you in every direction, but not through total cover. For 1 minute, you gain the following benefits:
Increase Aspects of the Aura Per Sorcery Point spent up to 6. At the end of the Extended Aura you suffer one level of exhaustion per point spent.
(Sorcery Point Use)
Starting at 6th level, when you cast a spell that deals fire damage you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hours.
Starting at 14th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. 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 and Heal yourself for equal the amount. If you use this feature while under the effects of your Aura of Cinders, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Aura of Cinders immediately ends. Once you use this feature, you can’t use it again until you finish a long rest.
At 18th level, you finally master the spark of fire that dances within you and unleash the powers of the Phoenix to its fullest extent. While under the effects of your Aura of Cinders you gain the additional benefits:
This is rather overpowered in a few ways and out of balance.
Level 1
Most Sorcerer subclasses grant 2 features here, sometimes one is less powerful but has an additional effect at level 3. You grant basically 4 features and one of which makes you the most powerful level 1 thing in all of D&D.
Just leave this as the cantrip and state they can start fires with it and also if the sorcerer had Prestidigitation they can do all of this already and at range. In other words, if they take that cantrip, most of this feature is rendered pointless. The spells section should be separate. I would consider the following:
For the spells consider the following wording:
- and then the list of spells.
The spells you list are nice and thematic except for Resilient Sphere. I'd consider Fire Shield instead.
Aura of Cinders is powerful for level 1 but passable but not with the additional spells as well.
Level 6
Fire Elemental thing is perfectly fine here and you can add the Aura of Cinders feature.
For the Aura of Cinders I would write it as follows:
This keeps it balanced for a low level feature when factoring everything else you get. The “increases” for sorcery points and metamagics you mention are serious overkill and the additional uses for free is over the top. The aura is powerful and tactically beneficial in numerous ways. So, if they want to use the aura multiple times they have to sacrifice something – like Sorcery Points. They can dump all they have into extra uses or they can use their points for metamagic etc, not both.
Level 14
Perfectly fine.
Level 18
Only the last bullet point. Increasing 2 stats is too much. Remember they're already getting a lot and increasing Charisma is benefiting their attacks, damage, spell save DC, Charisma saving throw, Charisma ability and skill checks. Throwing a bonus to Constitution (Concentration) saving throws and extra HP on top is far, far, too much. The Charisma bonuses are a lot as is, leave at that. I would, however, increase the Fly speed granted to 30 feet and add flavour text that they manifest fiery wings.
I would also change the "next day" recharge and stick to "long rest". The reason why D&D uses this terminology is to prevent abuse. For example if they enter a battle 11:55 pm then at 12:01 am it's automatically recharged based on your wording since it is now the next day. Also, many campaigns often use different time systems so even something like "24 hours" is problematic. Long Rest serves the best purpose here for recharging what we would normally think of as a "once a day" ability.
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These are just my suggestions and I hope you find them useful.
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This was exactly what I was looking for. Thank you very much for your feedback.
Posted this in UA thread:
As I understand it, this subclass's theme would be a more reckless spellcaster who is more inclined to cast their fire spells in the thick of a fight (relying on getting hit to do additional fire damage on opponents' turns, instead of being more of a gish). The bolded sections are the edits:
Ignite(rename?) - At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand - an object such as a torch, a piece of tinder, or the hem of drapes. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Mantle of Flame - Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
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.When a creature hits you with a melee attack from within 5 feet, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level + your Charisma modifier.Once you use this feature, you can’t use it again until you finish a long rest. When you reach 2nd level in this class, you may spend 1 (maybe 2?) sorcery point(s) to gain an additional use of this feature before you finish a long rest.
Phoenix Spark - Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you
can use your reaction todraw 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 Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier
, and your Mantle of Flame immediately ends.Once you use this feature, you can’t use it again until you finish a long rest.
Nourishing Fire - Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
Form of the Phoenix - At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
If you use your Phoenix Spark, that feature deals an extra 20 damage to each creature.