Sorcerer
Base Class: Sorcerer

You draw your power from something ancient and powerful, a being wreathed in the Eternal Flame that has burned since the dawn of time. You or one of your ancestors have crossed paths with the being known as Azotl, a mythical being known as a Phoenix, a servant to the goddess of the Eternal Flame, and have gained their favor. Whatever the cause of their boon is, a portion of the Phoenix's power lies within you. 

Though you are blessed with power, it also comes with a cost. The flames seethe and writhe within you, demanding to be released. You may find yourself absentmindedly feeding fires, not able to bear the thought of the fire being put out. 

Sorcerers who have obtained the Origin of the Phoenix are few. They wander not by choice, but by necessity, as their power can cause unrest to those around them. Though their power is vast and their attunement to the flames are high, they have gained no special protection from it, making it hard for them to control their own power in times of need.

Cry of the Phoenix

At 3rd level, you scream out, unleashing a strong wave of flames. The area around you is enveloped briefly in flames, any creature with 30 feet of you must make a Constitution Save versus your Spell Save DC or take 2d6 fire damage, or half as much on a success. This damage increases by 2d6 at 6th, 10th, 14th, and 18th level. 

You can use this feature a number of times equal to your Charisma Modifier per Long Rest. 

Phoenix Feather

At 3rd level, you gain the ability to create feathers made of a harmless flame. While you or any ally is in possession of a Phoenix feather, that creature gains temporary hit points equal to your CON mod + your CHA mod. Whenever the temporary hit points are depleted, the feather is destroyed. You can create a number of feathers equal to your Proficiency Bonus per Long Rest. If a feather is not used before a long rest, it dissipates. 

At 6th level, you or an ally can ingest the feather to regain a spell slot up to 3rd level. At 14th level, the feather helps to bolster the courage of those who are in possession of it. While holding the feather, you or an ally holding it cannot be frightened. At 18th level, if you or an ally holding the feather drops to 0 HP, the feather is destroyed and you or your ally holding a feather instead drop to 1 HP.

Voracious Flames

Starting at 6th level, whenever you deal fire damage to a creature, they must make a Constitution Saving throw versus your Spell Save DC;

On a failed save, you heal back half of the damage dealt by your flames, and they are set ablaze for the next minute. While they are on fire, they take 1d6 fire damage, increasing by 1d6 each turn until put out. They may attempt to put the flames out at the start of each of their turn by making a Constitution saving throw.

On a successful save, you heal back a quarter of the damage dealt by your flames and they are not set ablaze. 

Aspect of Origin

You have reached a certain understanding of the strength of your powers. At 14th level, you gain the following benefits:

  • You gain immunity to fire damage
  • Your flames bypass a creatures resistance or immunity to fire damage, treating immunity as if the creature were resistant instead
  • When casting a spell that deals fire damage, you may choose a number of allies equal to your CHA modifier to not take the damage, as long as they are within 60 feet of you
  • You add your charisma modifier to spells that deal fire damage
  • As an action, can cloak yourself in flames for the next minute. Whenever you are hit with a melee weapon attack and the creature is within 10 feet you, flames burst out and deal 2d10 fire damage to the attacker

Avatar of the Phoenix

At 18th level, you’ve learned to manifest the full power of the Phoenix inside of you. As an action, you can spend 5 Sorcery Points to unleash your inner Phoenix and gain the following effects for the next minute:

  • You gain resistance to all damage
  • You gain a bonus to your AC equal to your CHA modifier
  • Spells that deal fire damage deal an additional damage die 
  • Your Movement Speed is doubled
  • You gain a Flying Speed equal to your Movement Speed
  • If your HP were to drop to 0, you are instead reduced to 1 HP instead. Each creature within 60 feet of you must make a Dexterity Saving Throw versus your Spell Save DC or take 10d8 fire damage, or half as much on a success, as flames burst from your body.

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