D&D 5E - Revised Phoenix Sorcerer

August 2024 · 3 minute read
So the recent UA with the Circle of Fire Druid inspired me to reconsider the Phoenix Sorcerer, which was presented in a previous UA. This is a first draft, so it may need some tweaking. Let me know your thoughts.

Phoenix Sorcerer

Ignite
Editor's Note: When I run games, I give sorcerers bonus spells similar to domain spells. All the sorcerer archetypes have their own version. If this isn't your thing, feel free to ignore or discard it.

At 1st level, you gain the Control Flames and Produce Flame cantrips. These cantrips count as sorcerer cantrips and do not count towards your normal number of cantrips known.

In addition, you gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.

Phoenix Sorcerer Bonus Spells

Sorcerer Level

Spells
1stHellish Rebuke, Nystul’s Flash
3rdFlame Blade, Scorching Ray
5thDaylight, Revivify
7thFire Shield, Wall of Fire
9thFlame Strike, Immolation

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.
As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

• You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
• Whenever an attacker hits you with a melee attack, that attacker takes 2 fire damage.
• Anytime you deal fire damage, you deal an additional 2 fire damage.

The damage dealt by this ability increases to 3 when you reach 6th level in this class, 4 at 14th level, and 5 at 18th level.

Nourishing Flame
Starting at 6th level, you gain resistance to fire damage. In addition, if an effect would cause you to take fire damage, until the end of your next turn you can apply one metamagic effect that you know to one spell without paying the normal sorcery point cost.

Finally, when a creature you can see within 30 feet would take fire damage, you can use your reaction to redirect all the fire damage to you.

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, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and you can spend hit dice to recover additional hit points similar to when you take a short rest.

In addition, all enemies within 20 feet of you must make a Dexterity saving throw. Those that fail take fire damage equal to the amount that you healed, or half as much if they succeed.

Once you use this feature, you can’t use it again until you finish a long rest. Hit dice spent using this ability recover as normal.

Editor's Note: I was trying to express that hit dice recover the same as always, getting back a number equal to half your level (rounded down) per long rest. Let me know if there might be a better way to express this. Also I get that using Hit Dice as a resource also is not everyone's cup of tea. If you have other ideas, let me know.

Form of the Phoenix
At 18th level, you finally master the spark of fire that dances within you. You gain immunity to fire damage. In addition, your spells ignore fire resistance and fire immunity.

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