Sorcerer
Base Class: Sorcerer

The power to destroy and to create is a mixed blessing.

Like the very creature of legend, you can unleash destructive flames to incinerate your foes or invoke the spark of creation to restore and bring others back from the brink of death. While powerful, this force can threaten to consume those close to the sorcerer as well as themselves if proper control is not exercised.  As the spark of the Phoenix is a reflection of the sorcerer themselves, they may discover that no two sparks are ever the same, if fortunate enough to encounter another like-blooded sorcerer. 

For those with enough aptitude and focus, some can even outwardly manifest this primal force that dwells within...

Flame Affinity

Starting at 1st level, you know the Produce Flame and Control Flames. They do not count against your number of cantrips known.

Mantle of the Phoenix

Starting at 1st level, you can unleash the flames of the Phoenix that blazes within you.

As a bonus action, you can spend 1 sorcery point to magically wreath yourself in swirling fire, as your eyes glow like white hot coals. For 1 minute, you gain the following benefits.

  • You shed bright light in a 30ft radius and dim light for an additional 30 ft.
  • Any creature that hits you with a melee attack or ends it's turn within 5ft of you takes fire damage equal to your level+your proficiency bonus.
  • Whenever you roll for fire damage on your turn, the roll gains a bonus equal to your charisma modifier.
  • You gain resistance to fire damage.

Firebirds Invocation

Starting at 6th level, you can call forth the fiery primal force that is bound to your soul to fight beside you.
As a bonus action, you can spend 3 sorcery points to magically summon a form of the fiery force that stirs within you, starting with the youngest, Baby Phoenix. The baby phoenix appears in an unoccupied space of your choice within 30 feet of you. Roll initiative for its initiative. On its turn, it will carryout the command to the best of its ability, otherwise it will stay away from hostile targets and provide cover fire with its Embers ability. 

At higher levels, you can spend 6 sorcery points to summon Young Phoenix. 9 sorcery points to summon Young Adult Phoenix. 12 sorcery points for Mature Adult Phoenix and finally for 15 sorcery points you can summon Elder Phoenix. Regardless of the form, all function as their intended counter parts with these exceptions. 

  • As an action, a phoenix summoned can shroud a friendly character with in a fiery aura, sharing its immunity to fire with the target. Also, a phoenix can bestow this aura on an enemy, giving it disadvantage against fire spells. (only one target may be shrouded at a time). This effect lasts only as long as the respected phoenix is within 10ft of its intended target.
  • If you or a friendly target are shrouded, but drop to 0 HP while within the phoenix's gaze, it will sacrifice its remaining HP to bring you back from death with as much HP as it sacrificed. Any excess HP becomes Temp HP for the next hour. Death in this manner does not trigger the Phoenix's Conflagration ability.

Flames of Restoration

At 14th level, the excess energy from your fire spells mends your wounds.

When you expend a spell slot to cast a fire based spell, you regain hit points equal to the slots level + your charisma modifier. 

Additionally, when you activate Mantle of the Phoenix, you can expend an additional 2 sorcery points to gain immunity to fire while it is active. 

Phoenix Form

Starting at 18th level, you gain mastery of the spark of the fires of creation and destruction that seethe within your soul. 

While Mantle of the Phoenix is active, you may use a standard action to merge your form with that of your currently summoned Phoenix to become one entity. The Phoenix appeares around you, so that you appear to be inside of the firebird or it hovers slightly above you but always close in a protective hovering stance. While merged, these effects are active.

  • The Phoenix's current HP becomes temp hit points on top of your own. When these temp hit points are gone, the phoenix leaves you.  
  • You perceive through its senses and speak with its voice or telepathy.
  • You have its STR, DEX and Con and you use your own INT, WIS and CHA.
  • Magic items on your person have their effects suppressed and your equipment is inaccessible while merged.
  • A spell or effect that would target you instead targets the Phoenix. 

Binding and Banishing Effects go against your ability scores. If it is Banished, it is sent back to its home plane and you take 4d6 force damage.

After you use this ability, you must make a DC 18 CON save or suffer 1 level of exhaustion. You cannot use this ability again until you finish a short or long rest. 

Phoenix Soul Image

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