Base Class: Sorcerer
Phoenix sorcerers are as wild and unpredictable as the flames they have been blessed with. Quick to anger, they do not flee from a fight, yet they can forgive an insult as easily one might pluck at a bit of lint. They are as dangerous as they are transient, moving from place to place, some even thought to thought, like a candle flittering in the wind. Burning hot and bright, their wild nature means a phoenix sorcerer is not often long for this world, but legends will likely be found in their wake.
Gift of Fire
Your innate magic comes from the mingling of phoenix magic or essence, with that of yourself or your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who received a blessing from, or made a pact with, a powerful phoenix. Some of these bloodlines are well established in the world, but most are obscure, found most commonly among barbarian tribes. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
At 1st level, you know the Control Flames and Create Bonfire spells. These spells do not count against your known spells.
You can speak, read, and write Celestial. Additionally, whenever you make a Charisma check when interacting with phoenixes or celestials, your proficiency bonus is doubled if it applies to the check.
Mark of the Phoenix
As magic flows through your body, it causes physical traits of your phoenix ancestors to emerge. You are resistant to fire damage and at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a faint, fine-lined series of tattoos in feather patterns.
When you are in combat and aren’t wearing armor, your AC equals 13 + your Dexterity modifier. While spellcasting or in combat, your feather tattoos glow with an inner light, as if on fire.
Flaming Assault
Your phoenix ancestry grants you a greater understanding of fire magic. You learn the Fireball spell at no cost to your known spells. Additionly, due to your bloodline's affinity for fire magic, you add 1d6 to your damage roll when you cast Fireball.
Flame's Wrath
Starting at 6th level, when you cast a spell that deals fire damage, add your Charisma modifier to that damage. In addition your phoenix ancestor, a creature born of the Elemental Plane of Fire, provides you the ability to spend 1 sorcery point to disregard any damage on a successful save against any fire based attack, magical or otherwise.
Wings of Flame
At 14th level, you gain the ability to sprout a pair of flaming phoenix wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Flaming Rebirth
Beginning at 18th level, you can channel the phoenix's ability to be reborn. Upon being reduced to 0 hit points, you can spend 4 sorcery points to draw on this power and burst into a column of white flame. For 1 round you burn, emanating a ring of flame that causes 8d10 radiant damage to anyone within 30 ft, taking half damage on a successful spell DC save. On your next round, you are resurrected at full health, with all previous conditions removed. You can utilize this ability once per Long Rest.
Previous Versions
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