Sorcerer
Base Class: Sorcerer

Your power is derived from the legendary power of a phoenix. Some are bestowed this power as a gift, or to perform a duty; others are descended from a phoenix directly, perhaps through an ancestor being a phoenix taking humanoid form; others still may have been exposed to the raw magical power of a phoenix, either indirectly or purposefully in an attempt to steal it.

Whatever the means, your powers stem from a spark of phoenix power within you. This spark starts out small, barely a flickering ember, however it bares the potential to blossom into a raging inferno of power. As immortal beings who embody the cycle of life, death, and rebirth, the spark of the phoenix is capable of both deadly flames of destruction as well as soothing flames of rejuvenation.

At the height of their power, sorcerers of this origin become immortal themselves, taking on the same cycle of death and rebirth as the legends their power is derived from.

Level 3: Phoenix Spark

The spark of the Phoenix flickers within you. You learn the Produce Flame and Spare the Dying cantrips but they do not count against your number of Cantrips known.

Additionally, when you activate your Innate Sorcery feature, you regain a number of hit points equal to your sorcerer level as the phoenix spark within you causes your body to become wreathed in flame. Then, while the benefits of your Innate Sorcery feature persist, you gain the following additional benefits:

  • Whenever you cast a spell that deals fire damage or recovers hit points, you gain a bonus to one damage or healing roll equal to your Charisma modifier.
  • You gain resistance to fire damage.
  • You shed bright light in a 30ft radius and dim light for an additional 30ft.
  • As a reaction when a creature within 5ft hits you with a melee attack or otherwise touches you, you can deal fire damage to the triggering creature equal to your Charisma modifier.

If you have no uses of Innate Sorcery left, you can instead spend 2 Sorcery Points as a bonus action to gain only the benefits listed above for 1 minute.

 

Level 3: Phoenix Spells

When you reach a Sorcerer level specified in the Phoenix Spells table, you thereafter always have the listed spells prepared. 

Phoenix Spells
Sorcerer Level Spells
3 Cure Wounds, Hellish Rebuke, Lesser Restoration, Prayer of Healing
5 Mass Healing Word, Revivify
7 Death Ward, Fire Shield
9 Flame Strike, Raise Dead

Level 6: Rejuvenating Flames

When you cast a spell that deals fire damage, you can expend sorcery points equal to the level of the spell (1 for a cantrip) and choose any number of creatures that you can see that would take damage from the spell. The chosen creatures automatically succeed any saving throws against the spell and take no damage from it. The chosen creatures regain hit points equal to the fire damage that would have been dealt on a hit or failed save. If you have your Innate Sorcery or Phoenix Spark active, the bonus to healing from your Phoenix Spark applies to the hit points regained with this feature.

Level 6: Embers of Rebirth

The phoenix embers within make it easier for you to be reborn. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Level 14: Rise From The Ashes

When you take damage that would drop you to 0 hit points or otherwise suffer an effect that would kill you (including failing your third Death Saving Throw), a surge of flames erupts from your body to rejuvenate and protect you. You instead go to 1 hit point, and each creature within 10ft of you must perform a Dexterity saving throw against your spell save DC. On a failed save, a creature takes fire damage equal to your Sorcerer Level + your Charisma modifier and is pushed back 10ft. On a success, a creature takes half as much damage only.

If you had your Innate Sorcery active when this feature activates, you also regain hit points equal to your Sorcerer Level + your Charisma modifier, and the range of this feature increases to 30ft, but your Innate Sorcery immediately ends.

Once this ability has activated, it cannot do so again until you have completed a long rest. Alternatively, if you have no uses remaining when this feature would activate, you can spend 4 sorcery points to forcibly activate it again. However, whenever you activate this feature using sorcery points, you also gain 2 levels of exhaustion.

Level 18: Phoenix Soul

You gain resistance to fire damage. The benefits gained from your Phoenix Spark are now replaced with the following benefits:

  • You gain immunity to fire damage, and fire damage you deal ignores resistance and treats immunity as resistance.
  • Whenever you cast a spell that deals fire damage or recovers hit points, you gain a bonus to one damage or healing roll equal to your Charisma modifier + your Proficiency Bonus
  • You shed bright light in a 30ft radius and dim light for an additional 30ft, and you can choose to reduce the bright and dim light to any range as low as 5ft each.
  • Fiery wings ignite on your back, granting you a Fly Speed of 60ft.
  • As a reaction when a creature within 30ft touches or deals damage to you, you can deal fire damage to the triggering creature equal to your Charisma modifier + your Proficiency Bonus
  • As a bonus action while your Phoenix Spark is active, you can choose one creature within 30ft of you. The chosen creature takes fire damage or regains hit points equal to your Charisma modifier + your Proficiency Bonus.

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