Sorcerer
Base Class: Sorcerer

As a Phoenix's Familiar, you possess flexible and unique abilities with a plethora of powerful abilities that inflict heavy damage overtime on your opponents at the cost of your own health or to be a semi-healer. You can be either support or initiate. Become stronger for a short period of time with Fire Spirit or, if you ever see fit, you can end your current life to turn into a searing Supernova. Surviving this stage of your life cycle allowing you to reemerge in full strength, stunning all nearby opponents and ready to inflict havoc on your foes once again.

Gentle Flames

Your link to the Phoenix allows you to learn spells from the cleric class. You learn three additional spells: cure wounds at 1st level, mass cure wounds at 9th level, and heal at 11th level. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.

Fire Spirit

Starting at 1st level, as a bonus action, you magically wreathe yourself in swirling fire. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • When you expend a spell slot to cast a spell that includes a fire damage roll, you may choose an ally up to 20 feet to heal hit points equal to the slot’s level + your Charisma modifier.
  • When you expend a spell slot to cast a spell that heals, you may choose an enemy up to 20 feet causing fire damage to their hit points equal to the slot’s level + your Charisma modifier. They may make a CHA saving throw against your spell DC and if they succeed they take half damage.

Once you use this feature, you can't use it again until you finish a long rest.

Crimson Flame

Whenever you cast a fire spell as a bonus action you may expend your hit points. Half the amount of hit points sacrificed is added to the total damage of the spell. This damage can not be reduced in any way unless this ability was used with a spell needing a saving throw, then if there is a success on the saving throw decrease the damage in half. Any damage received through Crimson Flame will recur at the start of their turn for three turns unless they enter a body of water large enough to cover their whole body via spell or naturally which will end that effect.

Supernova

Starting at 14th level, like a Phoenix you willingly end your current life for the chance to be reborn. If you use Crimsom Flame on a spell that will cause you to reach 0 hit points after the spell is cast you automatically activate this ability. You transform into a burning sun that is 5 feet in diameter and with 0 feet movement speed. Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you. The sun can be destroyed by attacks from the enemy, in this form you have an AC of 20 and 25 hit points and if this is destroyed you become incapacitated ending the ability. At the start of your next turn, the sun explodes, stunning all enemies within 30 feet of you for their next turn while also restoring you to full health. This ability can be used once per long rest.

Rising Sun

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Fire Spirit feature, you gain additional benefits:

  • You have a flying speed of 40 feet and can hover. If you can already fly, you instead add 20 feet to your flying speed.
  • You have resistance to all damage.
  • Double your Charisma modifier for the abilities under Fire Spirit.

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