Sorcerer
Base Class: Sorcerer

Your innate magic comes from the ancient magic of a Phoenix that was mingled with your blood or that of your ancestors. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Phoenix Ancestor

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.

 

At 1st level, choose the type of gift you receive from the Phoenix Ancestry. Your ability is determined by the gift, as shown. The power increases as you level to 3d6 at 6th-level, 4d6 at 11th-level, and 5d6 at 16th-level.

Additionally, you can speak Ignan and you double your proficiency bonus for CHA checks involving Elementals (Fire) if it applies to the check.

Gift of the Phoenix

You can use your action to release destructive energy. The gift bestowed upon you determines the size, and shape of the exhalation. When you use your gift, each creature in the area of the attack must make a saving throw, the type of which is determined by your phoenix's gift. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your gift, you can’t use it again until the next dawn.

Fury of the phoenix

As an action once per dawn, you can release the fury of your ancestor and exude an explosion of flame in a 10 ft. radius around you (DEX Save) for 2d6 Fire Damage on a failed save, or half damage on success. Damage increases to 3d6 at 6th-level, 4d6 at 11th-level, and 5d6 at 16th-level

Gust of the Phoenix

As an action once per dawn, release a gust of searing hot air in a 15 ft. cone (DEX Save) for 2d6 Fire Damage on a failed save, or half damage on success. Damage increases to 3d6 at 6th-level, 4d6 at 11th-level, and 5d6 at 16th-level

Phoenix Breath

As an action once per dawn, exhale in a 5 by 30 ft. line (DEX Save) for 2d6 Fire Damage on a failed save, or half damage on success. Damage increases to 3d6 at 6th-level, 4d6 at 11th-level, and 5d6 at 16th-level

Phoenix's Resilience

As magic of the immortal flame flows through your body, it causes physical markers of your Phoenix to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, there is a radiant glow on your skin that moves like a translucent flame protecting you from many harmful effects and attacks. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to Fire or Ice for 1 hour.

Flight of the Phoenix

At 14th level, you gain the ability to sprout a pair of 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.

Ancient Presence

Beginning at 18th level, you can channel the dread presence of the Phoenix, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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