Sorcerer
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.

Igniting Spark

You have been blessed with the flames of a phoenix. You can speak, read, and write Primordial and you double your proficiency bonus for CHA checks involving elementals. In addition to this, 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.

Igneous Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Igneous 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.

Igneous Spells

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

You learn the Produce Flame Cantrip and Control Flame cantrips.

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 15 foot radius and dim light for an additional 10 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 teams equal to your proficiency bonus and regain expended uses at the end of  long rest. Alternatively, you can spend 3 sorcery points to activate this ability.

Final Flame

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. Alternatively, you can spend 4 sorcery points to use this feature again, though you suffer one point of exhaustion. 

Pure Flames

At 6th level, spells you cast ignore resistance to fire damage and treat immunity as resistance.

Flight of the Phoenix

At 14th level, you gain the ability to sprout a pair of flaming wings 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 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.

In addition to this, when you expend a spell slot to cast a spell that includes a fire damage roll while these wings are activated, 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:

  • Your flying speed increases by 20 ft.
  • You have resistance to all damage.
  • If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
  • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your proficiency bonus, as well as your Charisma modifier.
  • You have advantage on death saving throws.

Previous Versions

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