Phoenix Bloodline (5e Subclass)
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Phoenix Sorcerer
As a Phoenix Sorcerer you have the awe inspiring power of a phoenix coursing through your veins. This power could be granted as a blessing for saving a phoenix, or maybe a phoenix hatched just as you were born. Or maybe you are a phoelarch (5e Race) descendant of the Phoenix. You can use your power to inspire and revitalize your allies or strike with a hellish fury at your enemies.
Armor of the Phoenix
Starting at 1st level, the blood of the phoenix coursing through your veins grants you the ability to create a feathery armor. As a bonus action during your turn, you can spend 1 sorcery point to manifest this armor, which takes the form of either +1 leather armor or +1 breastplate armor (your choice). You are considered proficient with this armor, it weighs nothing, it cannot be removed from your body, it cannot be dispelled or have its magic effect suppressed, and it lasts for 8 hours or until you dismiss it as a bonus action. The armor also does not count against the prerequisites for other magic items, features, or traits, but it can benefit from other features and traits that improve the use of one or more types of armor.
Personal Flame
At 1st level, you have a powerful inner flame that helps you control the fire around you. You gain resistance to fire damage and immunity to both nonmagical fire damage and to fire damage from sources you control, and whenever you cast a spell or use a feature that creates an area of fire originating from yourself, you can change the area of effect from a 15-foot cone to a 5-foot by 30-foot line, from a 30-foot cone to a 5-foot by 60-foot line, vise versa, or to any shape in between. Follow this pattern for areas of effect larger or smaller than the examples given.
Imbue Fire
At 6th level you gain proficiency in 1 martial weapon of your choice. You may spend 1 hour imbuing a weapon with which you are proficient with some of the power bestowed to you by your phoenix bloodline, causing the weapon to deal an additional 1d6 fire damage when it hits. This process can be completed during a short rest. The imbued weapon is considered magical for the purpose of overcoming resistances and immunities to nonmagical damage. This damage increases to 2d6 at 14th level and to 2d8 at 18th level.
You can have up to two imbued weapons at a time. If you try to imbue a third, you must choose one of the old weapons to lose its imbuement. An imbued weapon only deals the additional damage if you are the one who is wielding and using it. Effects that suppress or dispel magical effects have no effect on this imbuement.
Hungering Flames
Beginning at 14th level, the fire that burns within you strikes with staggering intensity. Fire damage from sources you control ignores resistances. Additionally, if a creature within 5 feet of you hits you with a melee attack, you can use your reaction and spend 1 sorcery point to cast hellish rebuke at 2nd level, without using a spell slot or verbal or material components.
Rebirth
At 18th level, the blood of the Phoenix bestows the greatest gift of all onto you: rebirth. If you were to die without your body being destroyed, such as by the spell disintegrate or if you were decapitated, you are instead encased a very durable stone cocoon. The cocoon has an AC of 22, twice your hit point maximum, resistance to all damage and immunity to fire, poison, and psychic damage. Over the course of the next 1d4 hours, your body slowly heals any fatal wounds and regenerates any lost body parts, provided your head and torso were attached when you died. When the time has passed, the cocoon crumbles into ashes as you regain consciousness at full hit points with all your features restored and all poisons, diseases, conditions, and curses removed, except for those caused by powerful entities such as devil lords or gods. Your age is also restored to the age your race is considered to physically be an adult. If the cocoon is destroyed before you awaken, you are reduced to ashes along with the cocoon as both your body and the cocoon burst into white-hot flames and are incinerated, after which only a wish spell or similar effect could bring you back.
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