Sorcerous Origin: Phoenix Soul
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. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. 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 town, a phoenix sorcerer had best flee, whether guilty or not.
One With Fire
At 1st level, the fiery energy within you grows restless and vengeful. It surges outward to represent your a fiery nature.
You know the Produce Flame and Control Flames cantrips. Those cantrips doesn’t count against your number of cantrips known.
Also, You learn additional spells when you reach certain levels in this class, as shown on the One With Fire Spells table. These spells counts as a sorcerer spells for you, but they doesn't count against the number of sorcerer spells you know.
Sorcerer level | Spells |
---|---|
1st | Hellish Rebuke, Burning Hands |
3rd | Continual Flame, Scorching Ray |
5th | Fireball, Melf's Minute Meteors |
7th | Fire Shield, Wall of Fire |
9th | Immolation, Flame Strike |
Blazing Form
Starting at 6th level, you can unleash the phoenix fire that blazes within your soul.
As a bonus action, you can spend 2 sorcery points to magically wreathe yourself in swirling fire and your eyes glow like hot coals. you gain the following benefits for 1 minute:
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- You magically ignite a flammable objects that aren't being worn or carried within 5 feet of you. An objects, such as a piece of tinder, or the hem of drapes.
- You gain resistance to fire damage.
- Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
- When you cast any of the spells gained from your One With Fire feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components.
You can extinguish Blazing Form earlier as a free action on your turn.
Phoenix Spark
Starting at 14th 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 while under your Blazing Form, 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 your sorcerer level + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
World On Fire
At 18th level, you can fully release all the power of your inner flames, letting it to consume everything on its path. While you are in your Blazing Form, you gain immunity to fire damage instead of resistance.
Also, as an action you can release powerful spheric wave of fire. Every creature within 60ft of you must succeed Dexterity saving throw, or will be set on fire for 1 minute. You can choose amount of creatures up to your Charisma modifier that gains advantage on the saving throw against this effect. Objects capable of burning that aren't being worn or carried within the range are automatically set on fire. These magical flames can't be extinguished by nonmagical means.
Creatures set on fire by this feature sheds bright light in a 15-foot radius and dim light for an additional 15 feet. They also takes 4d8 fire damage at the start of their turn. At the end of their subsequent turns they can make Constitution saving throw to end this effect. Objects that are set on fire by this feature takes 4d8 fire damage at the start of each round and sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Once you use this feature, you can't use it again until you finish a long rest.