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.
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.
Mantle of Flame
1st-level Phoenix Sorcery feature
Starting at 1st level, you can unleash the phoenix fire that blazes within you. As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
- Holy Ember. You shed bright light in a 20-foot radius and dim light for an additional 20 feet.
- Rebuke of Flame. When a creature hits you with a melee attack within 5 feet of you or touches you, you can use your reaction to deal fire damage to them equal to your charisma modifier (minimum of 1).
- Blinding Flames. Once during each of your turns, when a creature of your choice takes radiant or fire damage from a spell you cast, you can force it to make a Constitution saving throw, and if the saving throw fails, the target is blinded until the end of your next turn.
- Flames of Life. Once per transformation, you can use your action to cause a creature of your choice you can see within 30 feet of you to regain hit points equal to 1d8 plus your sorcerer level.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses once you finish a long rest.
Ignite
At 1st level, you learn the produce flame cantrips. It count as a sorcerer cantrip for you, but doesn't count against your number of cantrips known.
Phoenix Spells
1st-level Phoenix Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or evocation spell from the cleric, sorcerer, or warlock spell list.
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | burning hands, cure wounds |
| 3rd | lesser restoration, scorching ray |
| 5th | fireball, revivify |
| 7th | death ward, wall of fire |
| 9th | dispel evil and good, flame strike |
Nourishing Fire
At 6th level, your fire and radiant spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire or radiant damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.
Holy Flames
6th-level Phoenix Sorcery feature
Additionally at 6th level, while you are using Mantle of Flame you gain the following benefits:
- Celestial Flame. When you roll fire damage for a spell, you can expend 1 sorcery point to reroll a number of dice equal to your charisma modifier (minimum of 1). You must use these new rolls, and the damage of the dice changes to radiant damage.
- Ever Burning Flames. Once on each of your turns when you roll radiant or fire damage on a spell, the roll gains a bonus equal to your charisma modifier (minimum of +1)
Phoenix Spark
14th-level Phoenix Sorcery feature
At 14th 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 half your sorcerer level + your Charisma modifier.
If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.
Once you use this feature, you can’t use it again until you finish a long rest.
Additionally, if a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Form of the Phoenix
18th-level Phoenix Sorcery feature
At 18th level, you finally master the spark of fire that dances within you. When you use Mantle of Flame feature, you can give yourself the following benefits as well(no action required):
- You have a flying speed of 40 feet and can hover.
- Immunity to Fire damage and resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
- Once on each of your turns, when you roll fire or radiant damage or roll to restore hit points from a spell and roll below average, you can choose to expend 1 sorcery point to instead use the average roll.
- If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature and you regain a number of hit points equal to your sorcerer level.
Once you use this feature, you cannot use it again until you finish a long rest or use 6 sorcery points to use it again.
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