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. 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 behaviour, confident that the essence of the phoenix can save them.

Ignite The Phoenix

 

Starting at 1st level, you can unleash the phoenix fire that blazes within provided that you aren’t wearing medium or heavy Armor or using a shield. 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:

* Advantage on Intimidate checks
* Resistance to Cold damage
* You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
* Any creature hostile to you with in 10 feet of you takes fire damage equal to your Charisma modifier if it hits you with a melee attack, or if it touches you.
* Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.

You can use this feature three times. You regain all expended uses of it when you finish a long rest, or one use of it with a short rest.

Fiery Death and Rebirth

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 inside you . You are instead reduced to 1 hit point, and each creature within 10 feet of you must make a dexterity saving throw against your spell DC. A creature takes fire damage equal to your sorcerer level + twice your Charisma modifier on a failed save and half as much damage on a successful one.

If you use this feature while under the effects of your Ignite The Phoenix, you regain hit points equal to your Sorcerer level + twice your Charisma modifier and your Ignite The Phoenix immediately ends.

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

Your use knowledge and understanding of your power has grown much and you now gain the Fireball Spell for free

Fanning The Flames

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 + twice your Charisma modifier.

If you use this feature while under the effects of your Ignite The Phoenix , your fire damage ignores resistances and deals half damage to creatures immune to fire.

Your inner power has grown so strong you can now cast the Fire Storm spell.

Phoenix Unleashed

You’ve learned to manifest the full fury of the Phoenix inside of you at the 18th level. While you activate your Ignite The Phoenix feature, you can spend 5 Sorcery points to gain additional benefits and now blaze with burning majesty as a Phoenix:

* You have a flying speed of 60 feet and can hover.
* You have immunity To Fire damage and resistance to all other damage.
* You gain a bonus to your AC equal to your Charisma modifier
* If you use your Fiery Death and Rebirth feature, it deals an extra 20 fire damage and on failed save creatures are pushed back 10ft and must make a strength saving throw against your spell DC or be knocked prone.

Your inner power has grown exponentially you can now cast the Meteor Swarm Spell.

Previous Versions

Name Date Modified Views Adds Version Actions
5/12/2019 9:01:11 PM
45
5
--
Coming Soon
9/22/2019 2:53:07 PM
290
14
1.5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes