Base Class: Artificer
The Phoenixforged are artificers touched by the soul of a phoenix—whether by miracle, pact, or rebirth. Their bodies are etched with living runes of flame, glowing beneath the skin like molten metal. These tattoos serve as both conduit and curse: they channel the primal fire of a phoenix, but without engineered stabilizers, that fire erupts in unpredictable surges.
A Phoenixforged artificer builds gadgets, amplifiers, and heat vents not only to shape magic but to survive it. Their spells can burn hotter than any wizard’s, yet always threaten to erupt with phoenix instinct if not carefully controlled. As they grow, their tattoos become brighter, their flames burn hotter, and their mastery over rebirth and destruction deepens.
Phoenixforged walk the razor’s edge between invention and immolation—between a maker’s discipline and a phoenix’s fury.
Level 3: Phoenixforged Initiate
Phoenix Tattoos
Your tattoos count as your spellcasting focus for artificer spells. When you cast a spell using your tattoos as a focus, the spell visibly manifests through fiery runes and glowing sigils across your skin.
Gadget Casting
When you cast an artificer spell using a tool, infused item, or gadget you created, the spell is stable and controlled.
Overload Casting
If you cast an artificer spell without a tool, focus, or gadget in hand, you must channel raw phoenix fire. Immediately after casting the spell, roll on the Wild Phoenix Surge table. This surge does not replace or cancel the spell you cast unless noted.
Wild Phoenix Surge
d6 | Surge Effect
1 — Burning Rebound. You take fire damage equal to your proficiency bonus, and one creature within 10 feet that you choose takes the same damage.
2 — Ashen Burst. You gain +2 to AC until the start of your next turn.
3 — Phoenix Flicker. You regain hit points equal to your Intelligence modifier + your proficiency bonus.
4 — Flame Jet. You may move 10 feet without provoking opportunity attacks.
5 — Searing Pulse. The spell deals additional fire damage equal to your Intelligence modifier to one target.
6 — Ember Wings. You gain a flying speed equal to your walking speed until the end of your current turn.
Phoenixforged Spells
You gain access to additional spells at the artificer levels listed below. These spells count as artificer spells for you, but do not count against spells you prepare.
3rd — burning hands, hellish rebuke
5th — scorching ray, heat metal
9th — fireball, flame arrows
13th — wall of fire, fire shield
17th — immolation, flame strike
Searing Arsenal
Searing Edge
Once per turn when you deal fire damage with an artificer spell or subclass feature, you may add your Intelligence modifier to one fire damage roll.
Overheated Infusion
When you infuse a weapon, you may choose for its damage to become fire damage instead of its normal type.
This does not change any additional damage the weapon may deal (such as radiant from Branding Smite).
Melt Through Resistance
A number of times equal to your proficiency bonus per long rest, when you cast a spell that deals fire damage, you may ignore a creature’s resistance to fire damage for that spell.
Phoenix Embers
Intensified Flames
You add your Intelligence modifier to one fire damage roll you make each turn.
(This cannot be applied to the same roll as Searing Edge.)
Ember Step
As a bonus action, you teleport up to 15 feet to an unoccupied space you can see, leaving behind a swirl of harmless cinders.
You may use this a number of times equal to your proficiency bonus per long rest.
Controlled Overload
When you roll on the Wild Phoenix Surge table, you may roll twice and choose either result.
Phoenix Rebirth
Phoenix Rebirth
At 15th level, your phoenix spirit refuses to let you fall easily.
When you would be reduced to 0 hit points, you can choose to instead drop to 1 hit point and erupt in a burst of cinders and flame.
Each creature of your choice within 10 feet must make a Dexterity saving throw against your artificer spell save DC. On a failed save, the creature takes 2d10 fire damage, or half as much on a successful save.
Immediately after the burst, you can move up to 30 feet without provoking opportunity attacks, reforming from swirling ash.
Once you use this feature, you cannot use it again until you finish a long rest.
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