Sorcerer
Base Class: Sorcerer

Your internal reservoir of magical power comes from the interactions with an elemental phoenix, whether you were blessed in the womb of your mother, or bestowed life a second time by one of these resplendent, ephemeral beings. These abilities are often quite dangerous, and can result on unintentional harm if the user has not trained their abilities to the fullest extent. Young elementalists often have difficulty controlling the massive well of energy within them, and their parents find themselves struggling to provide for the maturing mage due to their destructive nature and better off families often send their children to a school, or be schooled, by one more learned in the arcane arts. 

Elemental Blessing

You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with flame elementals, your proficiency bonus is tripled. 

Rolling Pyroclasm

You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Phoenix Spells

Phoenix Fire

Your abilities sear and rend the enemy, but are comforting to you. You cannot damage your items, clothing, or person with your own spells - and damage caused by spells will restore hit points to your person equal to half (rounding up) of the total damage caused by the spell. This triggers on any spell that does fire damage, including spells such as chaos bolt or chromatic orb. 

Fire as a result of a spell left in the environment will still damage you. 

Elemental Resistance

Starting at 6th level, you gain resistance to fire damage and gain advantage on saving throws for poison and acid damage. 

Form of the Phoenix

At 14th level, you gain the ability to transform parts of your body into that of a phoenix. While in this form you gain flying speed equal to your current speed and you add your charisma modifiers worth of damage to all fire spells that hit a target. On transformation, if you are poisoned that effect is cured. You also gain a melee weapon in the form of talons if you transform your legs. 

Your clothing transforms with you into this elemental form, and returns to whatever state it would be in should you take damage before returning to your normal for (ex: you are struck by an arrow in the chest, it would reside there upon transformation back to normal). 

Everlasting Pyre

You are now immune to poison, and resistant to acid.
A natural roll of 19 on a fire spell causes it to become a critical hit.
Whenever you roll maximum damage on a dice that deals exclusively fire damage, you may re-roll that dice and add its total to your total damage. This can only happen once, and rolling additional maximum damage does not add further rolls.
Additionally, the added charisma modifier damage is now factored into the critical damage equation, and is no longer added separately. 

Previous Versions

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