Warlock
Base Class: Warlock

You have made a pact with one of the great elder elementals, a phoenix. A phoenix is a powerful elemental bird that embodies the truly wild and unpredictable nature of fire. Known by most as champions of good, these powerful creatures showed relentless fury and destructive power against such creatures as undead and fiends and attacked them on sight. 

Immolate and Renew

At 1st level, your flame burns with a focused intensity that no other flame can match. Whenever you reduce an enemy to 0 hit points with fire damage, you may detonate the target causing them to explode dealing 1d6 plus your Charisma modifier (minimum of 1) to all creatures within 5-feet, reducing their bodies to ash and igniting flammable objects within range if they aren't being worn or carried. At 8th level, this range will grow to 15-feet and again at level 14 to 30-feet. 

Also whenever a living creature has been reduced to ash and an egg-shaped cinder can be found at the center. This egg, if laid in a fire for 1d6 days will hatch. This hatchling is a baby phoenix (see stat block below) and is under your control, they can act before or after your turn. You can control a number of Phoenix Hatchlings made this way equal to your Proficiency Bonus, creating any more this way will result in the oldest hatchling burning away.

Bonus Cantrips

At 1st level, you gain the cantrips, control flames, and firebolt.

Flame Blood

At the 6th level, you gain resistance to fire damage. In addition, you add your Charisma modifier (minimum of 1) to fire damage dealt by a spell from you and you gain immunity to both nonmagical fire damage and fire damage from sources originating from you. 

At level 14, you gain immunity to fire damage and even get healed from it. Whenever you take fire damage, you consume fire damage directed at you, effectively healing half the damage that would’ve been dealt.

Incarnate of Fire

Starting at 10th level, your flame's purity protects you from harm. At the start of your turn, you can burn away impurities to end one effect on yourself that is causing you to be blinded, deafened, diseased, paralyzed, petrified, or poisoned. You may use this feature up to your proficiency bonus and returns after a short or long rest. In addition, you are resistant to poison damage.

Sacred Phoenix

At the 14th level, you are granted the true power of a phoenix.

-Phoenix Transformation. Once per short or long rest for one minute you are granted immeasurable power, gaining the effects below.

Flight. You gain a flying speed of 90 feet as large flaming wings sprout from your back. The wings shed a bright light of 30 feet and a dimlight over 15 feet. Additionally, you don’t provoke opportunity attacks when flying out of an enemy's reach.
- Fire Form. You can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches you or hits it with a melee attack within 5 feet of it takes 2d8 fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d10 fire damage. With a touch, you can also ignite flammable objects that aren't worn or carried (no action required).

 -Fiery Death and Rebirth. When reduced to 0 hit points and you fail all of your death-saving throws, you explode. Each creature within 60-feet of you must make a 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. 

The explosion destroys your body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 6d6 plus your Charisma modifier (minimum of 1) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches and you emerge from the broken shell.

 

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