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 creating fires, dancing on your skin. 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. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place. Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in the 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.
Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a small object you touch with your hand—an object such as a torch, oil, a piece of tinder, or the hem of drapes.
Phoenix Spark
Starting at 1th 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.
Once you use this feature, you can’t use it again until you finish a long rest.
Darkness
When you reach 1 st level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. You can use Your Darkvision to 120 ft
Hound from Hell
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 4 sorcery points to magically summon a Hound from Hell to target one creature you can see within 120 feet of you. The hound uses the Hell Hound statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the Hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
- You can communicate with the Hound telepathically.
The Hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the Hound. On its turn, it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Nourishing Fire
Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level.
Form of the Phoenix
At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:
- You have a flying speed of 40 feet and can hover.
- If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.
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