Sorcerer
Base Class: Sorcerer

Phoenix sorcerers are known for their capabilities in warfare, specifically in sieging castles and keeps. Their control over fire and the explosions that can come with it are affective at breaking down protective walls and wooden walkways.

Enduring Fire

Starting at 1st level, you gain the ability to magically influence fire. As an action you can increase the size of a flame by 5ft in a direction, increase the heat and intensity of a flame causing it to deal 1d6 more fire damage, or put out a flame. As you increase the heat of a flame it follows a chart on what it can burn/melt through.

Aspect of Phoenix

Your affinity towards the Phoenix has started. You have darkvision to 60ft, gain resistance to poison and immunity to disease, and you learn the language primordial. If your alignment is anything but lawful good, every time from now on when you level it has a possibility to change, with an increasing difficulty per level. Whenever you level make a wisdom save of 5 plus your sorcerer level. If you fail it changes your alignment one slot towards lawful good. Chaotic goes to neutral goes to lawful. Evil goes to neutral goes to good. To determine which of these is changed if both are different, roll a d20. On a 10 or above your become more good, 9 or below you become more lawful. Once you have reached lawful good this feature ends.

Form of Phoenix

Start at 6th level you can release the fire within. As an action you are encased in a fiery glow. You sprout wings of fire that give you a flying speed of 30ft a turn, and non-magical projectiles burn before they reach you. You put out a bright light for 30 feet, and a dim one for an additional 30. When this form ends, or you drop to 0 hit points, fire bursts from you. Every creature in a 15 foot radius must make a dex-save equal to that of your spellcasting or take fire damage equal to 4 times your sorcerer level on a fail, or half that on a success. You can end this form at any time as a bonus action.

Wings of Fire

You have become so Phoenix-like you can now sprout fiery wings as a bonus action. You can dismiss these at any time as a bonus action, or are automatically dismissed when you are incapacitated.

Fiery Rebirth

Whenever your hit points are dropped to 0, or you end your Form of Phoenix ability, you can use your reaction to keep from dying. At 14th level as a reaction you can transform into a small burning sun. For 3 rounds everything in a 30ft radius is burned as you're reborn. Every creature within the 30ft radius takes 4d6 fire damage a turn, and all non-magical objects start to burn or melt. At the beginning of your turn the sun explodes sending a wave of fire out to 60ft. Each creature hit by this wave must make a dex-save against your spell casting save or take 8d8 fire damage and be lit on fire, making subsequent dex-saves each turn to put out the fire. While on fire the creature takes 2d6 fire damage on a failed save, and half that on a success. After the sun explodes, you are restored to a fourth of your max HP, and gain 3 level 1 spells, 2 level 2 spells, and 1 level 3 spell slots.

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