Base Class: Sorcerer
The power of the phoenix 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.
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your 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.
Your fire power is greatly enhanced in battle, and allows to you do more damage to your foes, at the increased cost of damaging your allies. (you cannot be put at disadvantage when using spells that do fire or lightning damage, but anything immune to fire can still be ever so slightly damaged by your spells if you manage to hit at disadvantage)
Fiery Resilience
As magic flows through your body, it causes physical traits of your phoenix ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of fire-like feathers. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Ignite
At 6th level, you can embrace your phoenix ancestry and engulf your body in flames. They do not harm you. Any creature within 5 feet will take 1d6* fire damage each turn they are within range. If they are within range for 2 turns, they gain limited eyesight due to the heat and embers radiating off of you. Any attack rolls they make are at disadvantage, and any skill checks that require sight (Perception, Insight, any tools requiring a visual) Any creature with blindsight is also affected. Any creature within 10ft of you will not provoke opportunity attacks.
At 6th level, You can use the spell "Control Flames", even if you do not have it, to manipulate your fire as if it was an extension of self. This method of use has a range of 10/50 feet. You affect any flammable objects as expected. You do 2d6 of fire damage if you use this ability as an attack** See also under actions; Ignition Whip
* At 10th level, your fire does 2d6
* At 15th level your fire does 2d8
** At 15th level, Ignition Whip does 3d6
* At 20th level, your fire does 3d10
** At 20th level, Ignition Whip does 3d12
Wings of Fire
At 14th level, you gain the ability to sprout a pair of fiery wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. If your armor is metal, and you try to summon these wings, you suffer the effects of the Heat Metal spell, if it is leather, roll a base constitution save (no modifiers) of 15 or higher to take no damage at the cost of your leather armor being destroyed, a dice roll of 9-14 results in 1d6 of fire damage as well as at the cost of your leather armor being destroyed, anything below is a 2d6 of fire damage as well as the cost of your leather armor being destroyed. If you are wearing no armor, you take no damage, but roll a percentage die (d100) to deduct how much of your outer-clothing is potentially damaged (no greater than 75 percent of your shirt/pants, your undergarments are very fortunately safe, breathe easy friends :3)
Fiery Presence
Beginning at 18th level, you can channel the dread presence of your phoenix ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened(if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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