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.

Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folks 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.

Ignite

You have a compulsory need to burn things, to spread the flames, to nurture them into great pillars of destruction. Starting when you chose this sorcerous origin at 1st level, 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.

Mantle of Flames

The eternal flames that rage within your heart is the fuel to your magic. Your mantle of flames activates when you cast a spell that deals fire damage. While your mantle of flames is active, you gain the following benefits:

  • You shed bright light in a 30-foot radius centered on you, and dim light in an additional 30 feet.
  • When you deal damage with a spell of 1st level or higher or a weapon attack, you gain a bonus to the damage roll equal to 1d6 fire damage. This bonus damage increases to 1d8 at 6th level, and then to 1d10 at 11th level.
  • When a creature hits you with an attack and is within 5 feet of you, that creature take 1d6 fire damage. This damage increases to 1d8 when you reach 6th level, and to 1d10 at 11th level.

Your mantle of flames lasts for 1 minute. It ends early if you are knocked unconscious, if your turn ends and you haven’t dealt fire damage to a hostile creature, or you haven't cast a spell since your last turn. Once you have used your mantle of flames a number of times equal to your proficiency modifier, you must finish a long rest before you can activate this feature again. 

Scorching Invigoration

At 6th level, whenever you deal fire damage to a creature with a spell, you may gain temporary hit points equal to the highest damage dealt. You can't use this feature again until you finish a long rest.

Inferno

At 14th level, you gain the ability to wrap your mantle of flames around you in a raging inferno. While your Mantle of Flames is active, you gain a fly speed equal to your walking speed and can hover.

Phoenix Spark

Starting at 18th level, the eternal flame 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 a 30-foot radius of you must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d6 fire damage. On a successful save, the creature takes half as much damage. 

If you use this feature while under the effects of your Mantle of Flame, each creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 8d6 fire damage. On a successful save, the creature takes half as much damage. 

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

Previous Versions

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10/2/2023 5:26:24 AM
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