Sorcerer
Base Class: Sorcerer

Long ago the mighty Phoenix named Fawkes (Fa-ks) ruled over a mountain range where the people there revered them as a god. Once per year Fawkes would descend upon the village spread its flames as it would fly over, the flames healed those they fell upon as they were absorbed into the skin and restored the crops they touched causing large bountiful harvests. One year some raiders attacked the village of Cascade, killing any of the citizens they came across and burning the Village to the ground. Records show that some of the villagers escaped and migrated to different towns and lands bringing the blood of Fawkes along with them.

Now updated for 5.5E

Healing Flame

With the power of Fawkes flowing through your blood, you have the ability to choose between burning and healing the targets of your fire spells.

Must be decided before casting the spell. If you choose to heal with your spell, the healing will be half your damage done (rounding down). If the target is resistant to fire damage, then the healing total is once again halved. If the target is immune to fire damage then the healing affects don't work on that target. The spell must be 1st level or higher and costs one sorcery point per spell level to access the healing properties of the fire spell.

Examples of sorcery point usage include using 1 sorcery point to heal with burning hands, or using 3 sorcery points to heal with fireball. 

Fawkes resistance

The blood of Fawkes that flows through your veins grants you resistance to any fire damage that you take.

Enhanced burn

The fire from your spells burns hotter when damaging your enemies, when you damage your enemies with a spell that deals fire damage you may add your charisma modifier to the total of the spell damage once per turn.

This bonus damage does not count towards healing.

Amber Wings

At 14th level, you gain the ability to sprout a pair of amber wings made of fire from your back once per day, gaining a flying speed equal to your current speed and giving you the ability to hover. You can create these wings as a bonus action on your turn. They last for one hour or until you dismiss them as a bonus action on your turn. 

Your amber fiery wings give off 20 feet of light with an additional 20 feet of dim light. 

You can’t manifest your wings while wearing armor, and clothing not made to accommodate your wings might be destroyed when you manifest them. 

Rebirth

Once you have reached level 18, if you reach 0 hit points each creature within a 30-feet radius of you must make a DC 20 Dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried. This damage cannot be used to heal.

After the explosion you regain half your max hit points and half your max sorcery points. You may add these additional sorcery points to any current ones you may have left when Rebirth is activated so long as you do not go over your max sorcery points. 

After Rebirth is used it has a recharge length of 7 days. If rebirth is not recharged when you hit 0 hit points then normal rules apply.

Previous Versions

Name Date Modified Views Adds Version Actions
6/29/2021 8:52:44 PM
27
5
1
Coming Soon
6/29/2021 9:11:46 PM
24
0
1.1
Coming Soon
5/19/2022 10:23:25 PM
133
25
1.2
Coming Soon
6/1/2026 6:59:11 PM
279
52
1.3
Coming Soon

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