Base Class: Warlock
Your patron is the Phoenix from the Elemental Plane of Fire. The Phoenix epitomizes the ideals of good and righteousness. The light and fire of the Phoenix serves to find and burn away any corruption or cruelty. Phoenixes are described by many sages as champions of good. Most accounts agree that phoenixes are reclusive creatures that do not seek out contact or conflict with other creatures, but, if disturbed, provoked, or properly motivated, show relentless fury and destructive power. Phoenixes can be found in the deepest reaches of the Elemental Plane of Fire and in remote locations in Elysium. As reclusive creatures, they tend to avoid contact with others however more open phoenixes will make pacts with those they find fit, giving great power over righteous flames. Phoenix warlocks are as wild and unpredictable as the flames they have been blessed with. Quick to anger and quicker to forgive, they do not flee from a fight, yet they can forgive an insult as easily as one might pluck a feather. They are as dangerous as they are beautiful. 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.
As magic flows through your body, it causes the physical traits of your elemental infusion to emerge. You exhibit faint, but telltale features that hint at your fiery magic. Your flesh is always hot, even in chill air. Runic feather and fire tatoos flow across your body. You move swiftly, can leap great distances, and when excited, angry, or spellcasting, your runic tatoos begin to glow and you emanate heat waves from your body and sometimes even smoke.
Phoenix Spell List
You can prepare any spell 5th level or lower that creates, manipulates, or attacks with fire. Spells that use additional damage types or use other spells in there casting can only use fire damage and spells. You can also no longer prepare spells that deal cold damage unless it deals an additional damage type, in which case you cannot choose cold damage.
Flaming Soul
You have an aura of comfortable warmth with a 5 ft radius (centered on yourself) which you can turn off through light concentration, you can do this while focusing on other activities. This negates or lessens any negative effects from cold temperatures you and other creatures within the radius would suffer. You learn Ignan and have advantage on charisma checks with creatures of the elemental plain of fire. you have resistance to fire damage and disease.
Phoenix Protection
You add your charisma modifier to unarmored ac. You gain +3 max hp for every level in this class.
Wings of the Phoenix
As a bonus action you can sprout a pair of flaming wings giving you a flying speed equal to your walking speed, these wings last for one hour or until you are incapacitated. These wings produce light in a 30 foot radius, 15 bright 15 dim. You may dismiss the wings as a bonus action. You can sprout your wings 3 times taking 1 level of exhaustion after each time.
Wreathed in Flames
As a bonus action you can cause your body to be wreathed in flames for 3 minutes. Benefits include:
- you become immune to fire damage
- any creature that hits you with a melee attack must make a dexterity saving throw equal to your spell save dc or take fire damage equal to your charisma modifier
- you shed bright light for 15 feet and dim light for another 15
- ranged attacks have disadvantage on you
You can use this form 3 times per long rest, taking 1 point of exhaustion each time.
Roaring Flames
As an action you can take the form of a fire elemental while in this form you keep your max hp, ac, intelligence score, wisdom score, and charisma score. this form lasts for up to 1 minute and once over you take 2 levels of exhaustion, you can use this form 1 time per long rest. While in this form you can activate your wreathed in flames ability and your wings of the phoenix ability (using half the elemental form's speed). You can still cast spells in this form.
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 40-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
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3/7/2021 3:45:27 PM
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