Sorcerer/Phoenix Soul

Contents
Phoenix Soul Origin
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 is costly. 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 torch or sitting near a campfire.
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. 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.
Origin Spells
You gain these spells at the sorcerer level listed below. Click here to read more about origin spells.
| Sorcerer Level | Spell |
|---|---|
| 1st | burning hands |
| 3rd | flaming sphere |
| 5th | fireball |
| 7th | wall of fire |
| 9th | immolation |
| 11th | investiture of flame |
Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
Phoenix Mantle
At 1st level, after you cast a spell that deals fire damage of 1st-level or higher, you can wreath yourself in a bird-shaped column of flame until the end of your next turn. For the duration, you gain the following benefits:
- Once on each turn, when a creature within 5 feet of you damages you, you can deal fire damage to it equal to 1d6 + your Charisma modifier.
- You shed bright light in a 30-foot radius around you, and dim light for an additional 30 feet.
Violent Rebirth
At 6th level, the elemental fire within you refuses to let you die. When you are reduced to 0 hit points, you can spend 2 sorcery point (no action required). You are instead reduced to 1 hit point, and each creature within 10 feet of you takes 1d6 fire damage.
If you use this feature while under the effects of your Phoenix Mantle, it deals that damage to every creature within 20 feet instead.
Rejuvenating Flame
Starting at 14th level, the magic from your flames restores your form. 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 + your Charisma modifier.
Form of the Phoenix
At 18th level, whenever you use your Phoenix Mantle, you can choose to enhance it. If you do so, your phoenix mantle lasts for 1 minute and gains the following additional benefits:
- You have a flying speed of 40 feet and can hover.
- When you cast a spell or use a class feature that deals fire damage, you can add your Charisma modifier to one damage roll of that spell or feature.
- If you use your Violent Rebirth feature, it deals an additional 3d6 damage to each creature.
Once you use this feature, you can't do so again until you finish a long rest.
| Sorcerer | |
|---|---|
| Subclasses | Aberrant ᴴᴮ · Abyssal Legacy ᴴᴮ · Aether Heart ᴴᴮ · Astral Ghost ᴴᴮ · Desert Soul ᴴᴮ · Draconic Bloodline · Demonic Heritage ᴴᴮ · Godtouched ᴴᴮ · Infernal Heritage ᴴᴮ · Imperial Birthright ᴴᴮ · Iron Soul ᴴᴮ · Ocean Heritage ᴴᴮ · Orchard Origin ᴴᴮ · Phoenix Soul ᴴᴮ · Planetouched ᴴᴮ · Raw Magic ᴴᴮ · Star Touched ᴴᴮ · Stoneheart ᴴᴮ · Storm Sorcery · Vampiric Blood ᴴᴮ · Wintry Ascendant ᴴᴮ · Ysgardian Ancestry ᴴᴮ |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |