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, your birth was bless by a phoenix tear, 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 seethes, demanding to be unleashed. Often you find yourself absentmindedly feeding fires. Phoenix sorcerers can’t bear to allow a fire to sputter out. Their mindset tend towards outright pyromania.

More importantly, this gift often comes with no special protection from fire, not at first. Fledgling phoenix sorcerers are as vulnerable as any other creature to fiery magic, including their 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 folks nervous. If a fire breaks out in the 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.

Given enough time to mature those blessed with the spark can learn to heal grievous wounds, bolster the life force of allies, and even bring the dead back to life. The immortal flame is as much a symbol of abundant life as it is sheer destruction. Phoenix sorcerers rarely make it that far though, as their flame runs far too hot and the fledgling burns out. Those who can temper their inner fire find great power awaits them within their blood, but they must always be cautious, lest they burn everything and everyone they love.

Ignite

1st level Phoenix Soul feature

Starting at 1st level your connection to a phoenix allows you to control fire. You learn the Control Flames cantrip.

(With how DNDbeyond homebrew works, I cannot link spells from outside of the basic rules. As such, you will have to manually add it if you are using something like Avrae on a Discord server, or just play as though you have this spell!)

Spark of the Phoenix

1st level Phoenix Soul Feature

At 1st level your spark grants you access to extra spells. You automatically learn these spells when you reach the specific level, as listed below.

(With how DNDbeyond homebrew works, I cannot link spells from outside of the basic rules. The spells Aura of Vitality, and Aura of Life are in the players handbook. As such, you will have to manually add them if you are using something like Avrae on a Discord server, or just play as though you have these spells on your spell list.)

1st burning hands, cure wounds
3rd flame blade, heat metal
5th aura of vitality, fireball
7th fire shield, aura of life
9th conjure elemental, raise dead

 

Mantle of Flame

1st level Phoenix Soul feature

Starting at 1st level you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 10 minutes you gain the following benefits:

  • You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
  • Creatures you chose 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 damage roll gains a bonus to the total equal to your Charisma modifier. If the spell has separate rays/beams/attack rolls this only affects one of them.

You can use this ability a number of times equal to your Proficiency Bonus. The effects end early if you are incapacitated, or knocked unconscious. All expended uses are regained at the end of a long rest. If you have no uses left you may spend 2 sorcery points to activate this ability.

Nourishing Fire

6th level Phoenix Soul feature

Starting at 6th level, if you cast a spell that deals fire damage and has a duration of instantaneous, you can spend sorcery points equal to the spell's level (minimum 1, maximum 5) to choose a single creature targeted by the spell, or within the spell's range before you cast the spell. You regain hit points equal to the fire damage dealt by the spell to the chosen target. If you are full health you instead gain temporary hit points equal to half the damage dealt.

Pyre of Rebirth

14th level Phoenix Soul feature

Starting at 14th 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 or would be slain instantly by an effect such as through the Power Word Kill spell, you instead erupt and explode. Every creature within 15 feet of the point centered on you must make a Dexterity saving throw against your spell save DC, taking 5d10 fire damage on a failed save, halved on a success. Creatures killed by this explosion, and you, are reduced to a pile of ashes. 1d4 turns later the ashes ignite into a bonfire, and you are restored to life within the flames with half of your hit point maximum. Additionally, Mantle of Flames reactivates without reducing the number of users. Your Items and equipment are also restored.

(The turning to ash and reviving from it is flavor text, as that is exactly what a Phoenix does. If this causes you problems in your game, simply speak to your DM about adjusting this feature to allow you to remain a corpse after the explosion as you normally would.)

Once you use this feature, you can’t use it again until you long rest, unless you expend 10 sorcery points. If you use this ability a second time in a single day, the hit points you recover are halved.

Shroud of the Phoenix

18th level Phoenix Soul feature

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:

  • The light you radiate now extends out to a 30ft radius of bright light, and 30ft of dim light.
  • You have a flying speed of 60 feet and can hover.
  • You have immunity to fire damage.
  • Creatures that touch you or attack you with a melee attack within 5 feet of you take 1d10 + Charisma modifier fire damage.
  • The additional damage you deal with spells you cast that deal fire damage increases to double your Charisma modifier.

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