Base Class: Sorcerer
Long ago the mighty Phoenix named Fawkes (Fa-ks) ruled over a mountain range where the people there revered them as a god. Once per year Fawkes would descend upon the village spread its flames as it would fly over, the flames healed those they fell upon as they were absorbed into the skin and restored the crops they touched causing large bountiful harvests. One year some raiders attacked the village of Cascade, killing any of the citizens they came across and burning the Village to the ground. Records show that some of the villagers escaped and migrated to different towns and lands bringing the blood of Fawkes along with them.
Healing Flame
With the power of Fawkes flowing through your blood, you have the ability to choose between burning and healing the targets of your fire spells.
Must be decided before casting the spell. If you choose to heal with your spell, the healing will be half your damage done (rounding down). If the target is resistant to fire damage, then the healing total is once again halved. If the target is immune to fire damage then the healing affects don't work on that target. The spell must be 1st level or higher and costs one sorcery point to access the healing properties of the fire spell.
Grants 1 sorcery point at level one, sorcery points revert back to the default Sorcerer chart at level 2.
Fawkes resistance
The blood of Fawkes that flows through your veins grants you resistance to any fire damage that you take.
Enhanced burn
The fire from your spells burns hotter when damaging your enemies, when you damage your enemies with a spell that deals fire damage you may add your charisma modifier to the total of the spell damage once per turn.
This bonus damage does not count towards healing.
Amber Wings
At 14th level, you gain the ability to sprout a pair of amber wings made of fire from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last for one hour or until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Note that these wings are made of fire and as such you can potentially burn or light on fire objects that get to close.
Rebirth
Once you have reached level 18, if you reach 0 hit points each creature within 60-feet of you must make a DC 20 Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried. This damage cannot be used to heal.
After the explosion you gain half your hit points and up to 4 points you can use to recover spell slots, every level spell slot takes points equaling the spell level.
For example: If you die and use Rebirth, you can use your 4 points to recover a 3rd level spell slot (3 points) and a 1st level spell slot (one point).
After Rebirth is used it has a recharge length of 3 days (72 hours). If rebirth is not recharged when you hit 0 hit points then normal rules apply.
Previous Versions
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6/29/2021 8:52:44 PM
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27
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5
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1
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6/29/2021 9:11:46 PM
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24
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0
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1.1
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Coming Soon
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5/19/2022 10:23:25 PM
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133
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25
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1.2
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Coming Soon
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