Sorcerer
Base Class: Sorcerer

There is no greater flame than that which falls from the wings of the Phoenix. The immortal soul-flame of the Phoenix can be traced back to even the most ancient of spoken lore...interacting with the Material Plane once every thousand years for its death and rebirth. It was in these Rebirth Ceremonies the first of the Phoenix Bloodline began to arise.

Within your blood flows the strength of the enteral flame, pulled directly from the soul-fire of the Phoenix. You or one of your ancestors could have rendered a Phoenix a great favor, were born in its presence, or took place in one of the Rebirth Ceremonies. Whatever the cause, a spark of the Phoenix dwells within you. 

The power of the Phoenix's Flame within you casts an otherworldly effect over your physical appearance. The spark of immortal flame that rests within your mortal soul manifests itself in odd and interesting ways. At your option, you can pick from or roll on the Phoenix Bloodline Quirks table to create a quirk for your character. 

d6 Phoenix Bloodline
1 You are always warm to the touch.
2 You always smell faintly of cinnamon.
3 You admire fire, feeling most comfortable while holding a torch or sitting by an open flame.
4 You have a burn that marks the first time your power manifested.
5 You have trouble settling down, needing to move from place to place often.
6 You have feathers that intergrow and mix in with your natural hair.

Hex Warrior

Instincts from your ancestors grant you the knowledge to wield flame and weapon while in the heat of combat. Whenever you finish a long rest, you can expend 1 Sorcery Point and touch one weapon that you are proficient with and that lacks the two-handed property. Infusing the weapon with your magic in this manner allows you to use your Charisma Modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. 

Phoenix Spells

Sorcerer Level Spells
1st Burning Hands, Hellish Rebuke, Fire Bolt
3rd Heat Metal, Scorching Ray
5th Haste, Revivify
7th Death Ward, Fire Shield
9th Flame Strike, Raise Dead

Keeper of the Flame

Instincts from your ancestors grant you the knowledge to wield flame and weapon while in the heat of combat. Whenever you finish a long rest, you can expend 1 Sorcery Point and touch one weapon that you are proficient with and that lacks the two-handed property. Infusing the weapon with your magic in this manner allows you to use your Charisma Modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. 

Wreath of the Phoenix

As a bonus action, you ignite for 1 minute, provided you aren't wearing medium or heavy armor or using a shield. You can also dismiss the Wreath at any time you choose (no action required).

While your Wreath of the Phoenix is active, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • If a creature within 5 feet of you hits you with a melee attack you may use your reaction to deal fire damage to that creature in an amount that is equal to your Charisma modifier (minimum 1).
  • While in this state, any Fire spells you cast bypass resistances. Additionally, for spells that you cast that deal Fire damage, you may spend 1 Sorcery Point to deal additional damage based on your Charisma modifier (minimum 1).

You can transform a number of times equal to half your proficiency bonus, rounded down, and you regain all expended uses when you finish a long rest.

Armor of Flame

You gain resistance to fire damage. Additionally, when you cast spells that deal fire damage, a Burst of Fire erupts from you dealing 2d6 fire damage to creatures within 5ft of you. A flammable object hit by this effect ignites if it isn't being worn or carried.

This effect's damage increases by 1d6 when you reach 14th level (3d6).

 

Restorative Flame

Starting at 6th level, your fire spells soothe and restore you. When you cast a spell that includes a fire damage roll, you may choose to regain hit points equal to the spell's level + your Charisma modifier. You may use this feature a number of times per long rest equal to your proficiency bonus. 

Additionally, if you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix and instead you are 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.

Once you use this feature, you can't use it again until you finish a long rest. 

 

Pyre of the Primal Flame

Spells you cast that deal fire damage ignores resistances and immunities to that damage type.

Additionally, you may choose to increase the dice damage of a spell that deals fire damage by 1 dice higher (d4->d6->d8->d10->d12). Once you use this feature you may not use it again until next dawn.

Mantle of the Phoenix

At 18th level when you invoke your Wreath of Flame you may choose to use your action, instead of your bonus action, to activate the full mastery of your Phoenix Bloodline. If you choose to do so, you gain all the benefits of your Wreath of Flame in addition to:

  • You gain a pair of flaming wings and have a flying speed of 50 feet and can hover.
  • You have resistance to slashing, piercing and bludgeoning damage.
  • On subsequent turns, you may use your bonus action to pull a feather from your wings and hurl it at an enemy. Make a ranged spell attack, on a hit the Feather of Flame deals 4d12 fire damage. You may use Feather of Flame a number of times equal to your Charisma modifier (minimum 1).

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

 

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