September Homebrew: Sorcerous Origin - Jade Phoenix Mage
Welcome to this months homebrew! This one is a favorite of mine every since Wizards of the Coast published The Book of Nine Swords. Yes, I will be taking a reprieve of the Magnetism thing for the time being because I am extremely excited to showcase the work we at Critical Game Mastery has put together.
A friend of mine will be playing this class and providing live feedback while I run the Descent into Avernus game. This homebrew comes with a subclass, new cantrip, and a new background, all made to work together.
Tell me what you think!
Here is the homebrewery link
Sorcererous Origin: Jade Phoenix Mage
“Long ago, a fellowship of swordsages known as the Masters of the Jade Phoenix took up the study of arcane magic in search of a new martial discipline. They discovered that the mental austerity and economy of action each swordsage had cultivated in his martial studies opened the door to a powerful and unique form of arcane mastery. Properly applied, the stances and maneuvers of a martial discipline provided the mage with exceptional power and control in his arcane spellcasting - and by channeling the arcane energy of his spells into his martial maneuvers, be achieved supernatural perfection in his chosen disciplines.
For years, this secret society defended the land against evil, perfecting this new path that wove together martial disciplines and arcane power. Then a terrible abomination, known only as the Souldrake, descended on the world, wreaking unthinkable destruction across the land. The realm defended by the masters of the Jade Phoenix was swept into ruin, but the arcane swordsages gathered together and confronted this fearsome enemy. Many masters died, but at the end of the struggle, the awful Souldrake was bound and imprisoned in a hidden vault. To ensure that their foe would never break free, the thirteen surviving members of the Jade Phoenix fellowship swore a mighty oath to walk the world for all eternity, maintaining the Souldrake’s prison with their own unceasing vigilance. Such was the power of their oath that these spirits have been reborn again and again in the world, keeping the Souldrake immured in its secret prison.
Today, thirteen Jade Phoenix mages walk the earth - no more, no less. The instant one dies, a new one is born somewhere in the world. As he grows and learns, he is inevitably drawn to both the Sublime Way and the magical arts - for he was a master swordsage and a mighty wizard in previous lives he has now forgotten. In time, another Jade Phoenix master discovers the new incarnation of his old companion. In an age-old rite, the existing master awakens his newfound comrade to awareness of his past lives, renews the oaths of vigilance that bind the Souldrake in its prison, and reveals to him the secrets of the order. Both Jade Phoenix brothers then go their own way, their ancient duty discharged until once again a Jade Phoenix Mage dies and is reborn.”
- The Book of Nine Swords
Quirks
1d6 | Jade Phoenix Mage Quirk |
---|---|
1 | A mysterious tattoo appears somewhere on your body of the Jade Phoenix. |
2 | Sorcerer spells you cast emit green flames and leave trails of ash. |
3 | You have trouble separating the memories of your current self from your past selves. |
4 | When you bleed, your blood turns to ash as it falls to the ground. |
5 | Your skin feels hot to the touch as if you were suffering from a severe fever. |
6 | Your eyes glow an otherworldly emerald green color. |
Martial Study
Beginning at 1st level, you gain 1 hit point. At every level beyond 1st, you gain 1 additional hit point. You also gain proficiency in light armor, simple weapons, and one one-handed martial weapon of your choice.
Arcane Wrath
At 6th level, once per turn when you hit a creature with a melee spell or weapon attack you can expend a sorcerer spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot.
Mystic Stance
At 14th level, as a bonus action you enter one of the following stances, gaining it’s benefits for 1 minute or until you lose your concentration (as if you were casting a concentration spell):
- Mystic Phoenix Stance: You reduce the sorcery point cost for any Metamagics you know by 1, to a minimum of 0.
- Firebird Stance: You gain resistance to fire damage and once per turn, when you hit with a spell or weapon attack, you can deal extra fire damage equal to your charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Emerald Immolation
At 18th level, you can immolate yourself with the cosmic, consumptive power of the Jade Phoenix. As an action, you explode in a searing blast of green fire in a 20-foot radius. All creatures in the blast must succeed on a Dexterity saving throw or take 10d6 fire damage and 10d6 force damage, or half as much on a successful one.
Creatures native to different plane of existence must immediately succeed on a Charisma saving throw or be banished to their home plane. This blast utterly destroys you, but 1d6 rounds later, you re-form in the exact spot where you were when you employed this ability. You are incapacitated for 1 round after you reappear, but you are healed of all damage and all conditions are removed. Any equipment you were wearing or objects you were holding or carrying when you used this ability re-form with you, exactly as they were.
Once you have used this feature, you can’t do so again until you finish a long rest.
New Cantrip: Soul Blade
Conjuration
- Class: Sorcerer
- Casting Time: 1 action
- Range: Self (5 feet)
- Components: S
- Duration: Instantaneous
You manifest a sword of soul energy in your open hand and swing it at a creature within 5 feet of you. Make a melee spell attack targeting a creature in range. On a hit the target takes 1d10 Force damage.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
New Background
Reincarnated
Your immortal soul has come back to the land of the living before. Maybe once. Maybe twice. It is uncertain how many incarnations you have had. Some of your memories of past lives can be called upon in the present. To tap into the well of knowledge from your past lives, you must perform the Rite of Waking. This Rite opens your physical mind to the eternal knowledge of your soul.
Proficiencies
- Skills: Choose any two skills from the following: arcana, history, nature, religion
- Tools: One gaming set of your choice
- Languages: Any two languages of your choice
Equipment
A set of traveler’s clothes, explorer’s pack, dagger, notebook, set of 5 quills and inkwell, gaming set of choice, trinket from a former life, pouch with 10 gold.
Feature: Rite of Waking
The memories of your past lives will sometimes inspire you to meet certain people, go to certain places, or find certain objects in the hopes that it will guide you in your path towards your higher purpose. Furthermore, you know a piece of trivia about old locations and people that only someone who lived during those times would know.
Origin
d8 | Description |
---|---|
1 | Curse |
2 | Gift |
3 | Alchemical Discovery |
4 | Fall from Origins |
5 | Inherent Nature |
6 | Magical Rite |
7 | Body Transformation |
8 | Greater Parentage |
Higher Purpose
d6 | Description |
---|---|
1 | None. |
2 | Bear witness to the nature of humanity |
3 | Defeat a specific Prince of Hell |
4 | Defeat a powerful, otherworldly entity |
5 | Protect the realms from recurring calamity |
6 | Slay a specific God |
Personality Trait
d8 | Description |
---|---|
1 | I am blunt and speak my mind with no regards to others feelings. |
2 | I am desensitized to life and show little empathy. |
3 | I loathe the idea of becoming close to anyone and eventually watching them die. |
4 | With nothing to lose, I will live a life of excitement. |
5 | Nothing really scares or phases me. |
6 | I cannot lose my life, but there are consequences worse than death. |
7 | I am keeping a list of all the things I have left to do. It’s not very long. |
8 | Life is meaningless, so who cares if we live or die? |
Ideal
d6 | Description |
---|---|
1 | Impulsive. I do whatever takes my fancy at that moment, without much thought. (Neutral) |
2 | Logic: Emotions must not cloud our logical thinking to accomplish our task. (Lawful) |
3 | Excitement. There’s no reason to live forever if you aren’t constantly doing new things! (Chaotic) |
4 | Selflessness. I am immortal for a reason. I will sacrifice my life time and time again for the greater good (Good) |
5 | Power. Clearly my immortality makes me better than everyone else. I deserve the world. (Evil) |
6 | Reclusiveness. Stay away from me, I don’t want to get attached, just to watch you die! (Neutral) |
Bond
d6 | Description |
---|---|
1 | A Higher Power granted me my immortality, and I must follow their will. |
2 | Something granted me my immortality, but I cannot let its plan succeed! |
3 | You have a bond with someone who died long ago and you still protect their descendants |
4 | I keep a record of all things that have happened over my lifetimes, a collection that could otherwise be lost to time. |
5 | I just want to die. My life’s gone on for a very long time and I think my time’s finally come… but perhaps a reason to live can change this. |
6 | I don’t want to die. The world is always changing and I never want to miss what happens next |
Flaw
d6 | Description |
---|---|
1 | I have grown apathetic to conflict after seeing so much of it. |
2 | I don’t form lasting attachments, because I know they will fail. |
3 | I am aimless, and don’t devote myself to anything. |
4 | I am detached from the concept of death, even in regards to others. |
5 | My empathy has waned over the centuries. |
6 | I care more about pleasing myself than anything else. |
Design Notes
The JPM was always a favorite class of mine from the 3.5 era. It was like the Immortal Iron Fist with spellcasting. For the best effect, I’d recommend the player choose the Soul Blade CGM Cantrip.
Martial Study: Similar to the Draconic Bloodline with the HP boost. The armor and weapon proficiency helps a ton to solidify the combat orientation of this subclass. This also alleviates the need for Mage Armor taking up a Known Spell.
Arcane Wrath: In the original class, this feature was gained first to give the character a power spike in melee combat. I wanted to extend that further without overloading the kit. I could move AW to 1st and remove the additional spell list to make it more melee combat focused. Without having Extra Attack, AW is a one attempt feature, unlike the Paladin. The tradeoff is the damage type being Force and the damage scaling much higher than the Paladin. I debated on whether I should implement an effect or the AW, but am leaning towards the ‘no’ side of things.
Mystic Stances: These are strong, but limited in use. The big one being, reducing MM costs. I’m thinking of changing these to provide smaller, permanent bonuses that don’t have the limited usage.
Emerald Immolation: The capstone of the JPM. I basically ripped this directly from the original class and simply updated it for the new edition. I kept the damage the same and change the types to fire and force. This is where the Phoenix part of the class becomes evident, in a nuclear explosion that resurrects you from the ashes.
Multiclassing: It’s not a bad idea for the JPM to multiclassing into Warlock for Hexblade, giving access to Pact of the Blade and other invocations.
Conclusion
That’s all I have for this month. I hope you like it. This one was very time consuming but absolutely a blast to make and test.
As always, please feel free to join us on discord to talk about all things nerdy. If you like our work and want to support the Critical Game Mastery crew, then you are welcome to join us on Patreon to get a behind-the-scenes scoop on how we do things, as well as some deep cuts on what our plans are for the future and what to expect.
Thank you for reading,
Dirk
Critical Game Mastery