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.
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.
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk 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.
Level 3: Mantle of Flame
As a Bonus Action, you magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits:
Bright. You shed Bright Light in a 30-foot radius and Dim Light 30 feet beyond that.
Raging Flames. Immediately after a creature hits you with a melee attack roll you can deal Fire damage equal to your Charisma modifier (minimum of +1) to the attacker.
Superheated Spells. Once per turn, when a spell you cast deals Fire damage, you can add your Charisma modifier (minimum of +1) to that spell's damage roll.
Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Activate Mantle of Flame
You gain the following benefits for 1 minute:
Bright. You shed Bright Light in a 30-foot radius and Dim Light 30 feet beyond that.
Raging Flames. Immediately after a creature hits you with a melee attack roll you can deal Fire damage equal to your Charisma modifier (minimum of +1) to the attacker.
Superheated Spells. Once per turn, when a spell you cast deals Fire damage, you can add your Charisma modifier (minimum of +1) to that spell's damage roll.
Activate Mantle of Flame: Form of the Phoenix
You gain the following benefits for 1 minute:
Bright. You shed Bright Light in a 30-foot radius and Dim Light 30 feet beyond that.
Damage Resistance. You have Resistance to every damage type except Force and Psychic.
Explosive Exit. If you use your Phoenix Spark feature, it deals an additional 20 Fire damage to each creature.
Flight. You have a Fly Speed of 60 feet and can hover.
Raging Flames. Immediately after a creature hits you with a melee attack roll you can deal Fire damage equal to your Charisma modifier (minimum of +1) to the attacker.
Superheated Spells. Once per turn, when a spell you cast deals Fire damage, you can add your Charisma modifier (minimum of +1) to that spell's damage roll.
Level 3: Mantle of Flame
As a Bonus Action, you magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits:
Bright. You shed Bright Light in a 30-foot radius and Dim Light 30 feet beyond that.
Raging Flames. Immediately after a creature hits you with a melee attack roll you can deal Fire damage equal to your Charisma modifier (minimum of +1) to the attacker.
Superheated Spells. Once per turn, when a spell you cast deals Fire damage, you can add your Charisma modifier (minimum of +1) to that spell's damage roll.
Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Level 3: Phoenix Spells
When you reach a Sorcerer level specified in the Phoenix Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Cure Wounds, Feather Fall, Flaming Sphere, Gust of Wind |
| 5 | Fly, Revivify |
| 7 | Death Ward, Fire Shield |
| 9 | Immolation, Mass Cure Wounds |
Soul Flare
You channel as much of the Phoenix's power as you can into your spells. When you cast a spell using a spell slot or use a Phoenix Sorcery feature that deals Fire damage, you can spend 1 Sorcery Point to change the spell or features damage type to Radiant damage instead.
Level 6: Phoenix Spark
If you are reduced to 0 Hit Points, you can use your Reaction to instead be reduced to 1 Hit Point and each creature within 10 feet of you takes Fire damage equal to half your Sorcerer level + your Charisma modifier (minimum of +1). If you are under the effects of your Mantle of Flame feature, each creature takes Fire damage equal to your Sorcerer level + twice your Charisma modifier (minimum of +1) instead, and your Mantle of the Flame immediately ends.
Once your use this feature, you can't do so again until you finish a Long Rest.
Level 14: Nourishing Fire
You have honed the healing magic of the Phoenix's flame, even dangerously pushing beyond it's limits, granting you the following benefits.
Healing Flames. Whenever you cast a spell that deals Fire or Radiant damage using a spell slot, you regain Hit Points equal to the spell slot's level + your Charisma modifier (minimum of +1).
Soul Burn. Once per turn when you cast a spell using a spell slot that restores Hit Points to a creature other than you, you can roll a number of your unexpended Hit Point Dice, up to a number equal to half the level of the spell slot expended (round up, minimum of one die), and add the total rolled to the healing.
Level 18: Form of the Phoenix
While under the effects of your Mantle of Flame, you gain additional benefits:
Damage Resistance. You have Resistance to every damage type except Force and Psychic.
Explosive Exit. If you use your Phoenix Spark feature, it deals an additional 20 Fire damage to each creature.
Flight. You have a Fly Speed of 60 feet and can hover.
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