I have been playing DnD for around 2 years now give or take and i've only played 5e. My favorite class is the sorcerer and through 1shots and campaigns ive played thus far Wild Magic, Shadow, Divine and now Aberrant Mind. I am also a huge fan of the phoenix as a concert (to give an idea my favorite devil fruit in One Piece is the Tori Tori no Mi, Model:Phoenix) and when i learned there was a Phoenix based sorcerer i got excited...Then i found out that the class is a UA only that was never released and likely isn't ever going to be released and its quite frankly weak. But that said I feel the class is only a few tweaks away from being decent-good. I wanted to try my hand at home brewing it to put it in line with the other classes in the decent-good category and bring it up to roughly the power of the two new Sorcerer's from Tasha's as they really amped up the power to put Sorc in line with other classes IMO
So I'll post what I've done thus far and what I would love advice from the community on what to fix (there is some bits i'm not settled on thus far and i'll provide a list of changes for those who maybe haven't seen the class before and why i did them
Phoenix Spells
Starting at 1st level, your fiery nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. The spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
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. You also learn the control flames Cantrip, this does not count towards your sorcerer spells known
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. • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
You can use this feature a number of times equal to your proficiency bonus, you regain all uses when you finish a long rest.
You can also expend 5 Sorcery Points to activate this feature even if you have expended all normal uses. This can only be done once per 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.
When you activate your Mantle of Fire feature you can expend an additional use of the feature to gain the following additional benefits
• You have a flying speed of 40 feet and can hover. • You have Immunity to Fire Damage • You have Resistance to Cold Damage • You treat immunity to Fire Damage as Resistance and Ignore Resistance to Fire Damage • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
If you activate Mantle of Fire by spending the 5 sorcery points this feature will also activate at no extra cost
Ok so for changes
Ignite - (originally did not grant Control Flames Cantrip) I've added in that it grants the Control Flames Cantrip. This ability was cute but all in all somewhat pointless for the most part, but if you can start fire with a touch then cantrip control the flames I feel like it opens up your RP potential without somewhat forcing you to take that cantrip to have some fun. More options are always better. I also added this as the like Aberrant Mind it got an extra Cantrip at lvl 1.
Mantle of Flame - (Originally only 1 use per long rest ever) 2 changes here. Your uses are now equal to your proficiency bonus. Start with 2 and as you get stronger you can use it more. Having only 1 use of this was debilitating and means that the main feature of your class you were barely able to ever use. The other use was that you can activate it for 5 sorcery points once per long rest giving an extra use. 5 Sorc points is a lot but if you burned your uses having one last panic button if you come up to a big fight might be worth it.
Phoenix Spark - I left this as is, Nothing really wrong with this ability
Nourishing Flame - I left this as is. There was nothing really wrong with this ability
Form of the Phoenix (Originally Activated with Mantle of Fire automatically and gave the Flying speed thats untouched, It used to give resistance to ALL damage and the bonus damage to Phoenix Spark) I have removed the resistance to all damage as thats fairly strong and swapped it to Immunity to Fire (fits thematically) and Resistance to Cold damage (again your fire is supposed to be SUPER hot, you woudln't get cold as easy I feel) but the big change was that I added that you now treat Fire Immunity as Resistance and ignore Fire Resistance.
Reason for this is that this is a class all about fire, Fire being the most resisted damage except maybe acid (Correct me?) and that having a tonne of enemies be immune to your main source of damage is not fun. Yes Transmuted Spell is a Metamagic I would advise you take but even so you play this to feel like a super powerful Phoenix (especially at 18th level) and having to now shoot iceball, or acidball over fireball isn't fun. This also stacks well with Elemental Adept Feat that I would advise taking as due to the wording I used it turns Immunity into Resistance which Adept would now let you ignore meaning that the once immune dragon now takes regular damage from your fire...which sounds fun but far from overpowered.
The other change here was that you don't HAVE to activate form of the phoenix as I put a cost of using a 2nd use of the mantle of fire to activate this. Reason being is that the Form of the Phoenix is decently strong and being able ot use it 6x per long rest felt a bit much. This lowers it to a max of 3 or 4 if you use your sorc points. I put the 5 sorc points auto activating this in as in those dire situations I want it to fell like you explode with power over just using the lesser version of your power at this level
Last but not least starting level 1 I added a spell list you get every 2 levels much like Clockwork and Aberrant Mind as I think this was a downright fantastic idea making Sorc feel like the actually have options. Due to the amount of powers I put in the above class I made theirs locked, no swapping and no bonus powers like Aberrant Minds Subtle Spells. If you did like the idea of being able to swap the restriction would be that the spell must do fire damage. But I prefer the locked list myself. The spells I struggled to pick but my reason for each spell is as follows
lvl 1
Faerie Fire - Sacred light up flame, yes i know its not actual fire but controlling a flame to not burn does sound kind of Phoenixy
Feather Fall - I will admit I was struggling wtih this one but Phoenixes heal by their aura and having those around be saved from falling sorta fits.
lvl 3
Continual Flame - I admit, i hate thisd spell but a fire that never goes out seems fairly fitting no?
Scorching Ray - With the way that Mantle buffs each beam this will likely be taken, if fits thematically and frees up a slot by giving you a spell your very likely going to take
lvl 5
Fireball - Moving on......Its fireball and a Phoenix...Come on man
Aura of Vitality - I was thinking of just giving straight heals here but instead thought that this is a bit weaker but fits as the Aura of the Phoenix emits a healing power
Level 7
Death Ward - They are known to save those from healing, and casting on yourself saves from death...Phoenix rebirth and all that
Fire shield - Again. Fire Phoenix. Fits nothing special here
Level 9
Flame Strike - See Fire Sheild
Raise Dead - Phoenix revive fits fairly well. I don't want to undermine the healers power to do this which is why i left it till quite late
I would love to know what people think. Too strong? Too weak? boring? better spell ideas?
Hello all.
I have been playing DnD for around 2 years now give or take and i've only played 5e. My favorite class is the sorcerer and through 1shots and campaigns ive played thus far Wild Magic, Shadow, Divine and now Aberrant Mind. I am also a huge fan of the phoenix as a concert (to give an idea my favorite devil fruit in One Piece is the Tori Tori no Mi, Model:Phoenix) and when i learned there was a Phoenix based sorcerer i got excited...Then i found out that the class is a UA only that was never released and likely isn't ever going to be released and its quite frankly weak. But that said I feel the class is only a few tweaks away from being decent-good. I wanted to try my hand at home brewing it to put it in line with the other classes in the decent-good category and bring it up to roughly the power of the two new Sorcerer's from Tasha's as they really amped up the power to put Sorc in line with other classes IMO
So I'll post what I've done thus far and what I would love advice from the community on what to fix (there is some bits i'm not settled on thus far and i'll provide a list of changes for those who maybe haven't seen the class before and why i did them
Phoenix Spells
Starting at 1st level, your fiery nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. The spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Ignite
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. You also learn the control flames Cantrip, this does not count towards your sorcerer spells known
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.
• Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
You can use this feature a number of times equal to your proficiency bonus, you regain all uses when you finish a long rest.
You can also expend 5 Sorcery Points to activate this feature even if you have expended all normal uses. This can only be done once per 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.
When you activate your Mantle of Fire feature you can expend an additional use of the feature to gain the following additional benefits
• You have a flying speed of 40 feet and can hover.
• You have Immunity to Fire Damage
• You have Resistance to Cold Damage
• You treat immunity to Fire Damage as Resistance and Ignore Resistance to Fire Damage
• If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
If you activate Mantle of Fire by spending the 5 sorcery points this feature will also activate at no extra cost
Ok so for changes
Ignite - (originally did not grant Control Flames Cantrip) I've added in that it grants the Control Flames Cantrip. This ability was cute but all in all somewhat pointless for the most part, but if you can start fire with a touch then cantrip control the flames I feel like it opens up your RP potential without somewhat forcing you to take that cantrip to have some fun. More options are always better. I also added this as the like Aberrant Mind it got an extra Cantrip at lvl 1.
Mantle of Flame - (Originally only 1 use per long rest ever) 2 changes here. Your uses are now equal to your proficiency bonus. Start with 2 and as you get stronger you can use it more. Having only 1 use of this was debilitating and means that the main feature of your class you were barely able to ever use. The other use was that you can activate it for 5 sorcery points once per long rest giving an extra use. 5 Sorc points is a lot but if you burned your uses having one last panic button if you come up to a big fight might be worth it.
Phoenix Spark - I left this as is, Nothing really wrong with this ability
Nourishing Flame - I left this as is. There was nothing really wrong with this ability
Form of the Phoenix (Originally Activated with Mantle of Fire automatically and gave the Flying speed thats untouched, It used to give resistance to ALL damage and the bonus damage to Phoenix Spark) I have removed the resistance to all damage as thats fairly strong and swapped it to Immunity to Fire (fits thematically) and Resistance to Cold damage (again your fire is supposed to be SUPER hot, you woudln't get cold as easy I feel) but the big change was that I added that you now treat Fire Immunity as Resistance and ignore Fire Resistance.
Reason for this is that this is a class all about fire, Fire being the most resisted damage except maybe acid (Correct me?) and that having a tonne of enemies be immune to your main source of damage is not fun. Yes Transmuted Spell is a Metamagic I would advise you take but even so you play this to feel like a super powerful Phoenix (especially at 18th level) and having to now shoot iceball, or acidball over fireball isn't fun. This also stacks well with Elemental Adept Feat that I would advise taking as due to the wording I used it turns Immunity into Resistance which Adept would now let you ignore meaning that the once immune dragon now takes regular damage from your fire...which sounds fun but far from overpowered.
The other change here was that you don't HAVE to activate form of the phoenix as I put a cost of using a 2nd use of the mantle of fire to activate this. Reason being is that the Form of the Phoenix is decently strong and being able ot use it 6x per long rest felt a bit much. This lowers it to a max of 3 or 4 if you use your sorc points. I put the 5 sorc points auto activating this in as in those dire situations I want it to fell like you explode with power over just using the lesser version of your power at this level
Last but not least starting level 1 I added a spell list you get every 2 levels much like Clockwork and Aberrant Mind as I think this was a downright fantastic idea making Sorc feel like the actually have options. Due to the amount of powers I put in the above class I made theirs locked, no swapping and no bonus powers like Aberrant Minds Subtle Spells. If you did like the idea of being able to swap the restriction would be that the spell must do fire damage. But I prefer the locked list myself. The spells I struggled to pick but my reason for each spell is as follows
lvl 1
Faerie Fire - Sacred light up flame, yes i know its not actual fire but controlling a flame to not burn does sound kind of Phoenixy
Feather Fall - I will admit I was struggling wtih this one but Phoenixes heal by their aura and having those around be saved from falling sorta fits.
lvl 3
Continual Flame - I admit, i hate thisd spell but a fire that never goes out seems fairly fitting no?
Scorching Ray - With the way that Mantle buffs each beam this will likely be taken, if fits thematically and frees up a slot by giving you a spell your very likely going to take
lvl 5
Fireball - Moving on......Its fireball and a Phoenix...Come on man
Aura of Vitality - I was thinking of just giving straight heals here but instead thought that this is a bit weaker but fits as the Aura of the Phoenix emits a healing power
Level 7
Death Ward - They are known to save those from healing, and casting on yourself saves from death...Phoenix rebirth and all that
Fire shield - Again. Fire Phoenix. Fits nothing special here
Level 9
Flame Strike - See Fire Sheild
Raise Dead - Phoenix revive fits fairly well. I don't want to undermine the healers power to do this which is why i left it till quite late
I would love to know what people think. Too strong? Too weak? boring? better spell ideas?
Let me know.
I would substitute Raise Dead with Reincarnate and faerie fire with sacred flame