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.
Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Mantle of Flame
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you shed bright light in a 30-foot radius and dim light for an additional 30 feet and your speed increases by 15.
Additionally, at 6th level whenever you roll fire damage on your turn, the roll gains a bonus equal to 1 plus your Proficiency Bonus. At 14th level any creature takes fire damage equal to your Sorcerer level if it hits you with a melee attack from within 5 feet of you or if it touches you.
You can use this feature three times. You regain all expended uses of it when you finish a long rest, or one use of it with a short rest.
Phoenix Spark
Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.
If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to your sorcerer level
If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to double your sorcerer level, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.
The power of the phoenix within you lets you learn the Fireball spell. This does not count against your known Sorcerer spells
Additionally you gain resistance to fire and cold damage
Nourishing Fire
Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
Form of the Phoenix
At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
• You have a flying speed of 40 feet and can hover.
• You have immunity to fire and cold damage.
• You gain a bonus to your AC equal to your Charisma modifier.
• If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature, and they must pass a strength check equal to your spell save DC or be pushed back 10 feet
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Posted Feb 15, 2024While I do like this I will balance it more in any campaigns I allow it in
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Posted Jan 30, 2021This is all fine and dandy, but I feel like the you should be able to use your Mantle of Flames a number of times equal to your proficiency bonus, so that you have more uses of it at later levels, instead of being stuck at 3 forever. Since it only lasts for a minute. Or maybe when you get to level 6, 14, and 18 you gain 2 additional uses at each of those levels.
I say this for people’s who’s campaigns aren’t just 1 fight per day, since a fight rarely lasts longer, depending on how your group plays. That and so that a player using this can feel free to use it for utility as well, like why a barbarian gets so many rages.