5e SRD >Spells >

Phoenix Wings

3rd-level transmutation

Classes: sorcerer, warlock, wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a feather, lit on fire when casting the spell)

Duration: Concentration, up to 10 minutes

You transform your arms into sweeping wings of reddish-gold feathers shrouded in blazing fire. While using phoenix wings, any items worn or held on your arms meld into your form, and you cannot grasp items or perform somatic spell components. Magic items worn on the hands or arms that have continuous effects continue to function, but you cannot trigger or activate a held or worn item on the arms or hands. You can use the wings as melee weapon attacks that deal 1d4 bludgeoning damage and 1d6 fire damage. A creature that attempts to grapple you takes 1d6 fire damage, plus an additional 1d6 fire damage if it ends its turn grappling you. You and your gear are not harmed by the flames of the phoenix wings. Your phoenix wings grant you a fly speed of 60 feet. Your phoenix wings are extinguished and the spell ended if you are immersed in water or exposed to hurricane-force winds. If you are exposed to heavy rain or snow or a strong or stronger wind, you must succeed on a DC 10 Constitution saving throw each round or your wings are extinguished. If your flaming wings are extinguished, the gleaming feathers of your phoenix wings begin to shrivel and fall out. Your fly speed immediately drops to 30 feet, and you must attempt a DC 15 Constitution saving throw each round to remain flying. If you fail this save, you begin to fall as if affected by feather fall and must attempt another saving throw again each round. If you fail this second save, you plummet to the ground, taking falling damage based on the height at which you failed this save.

Section 15: Copyright Notice
The Dragon’s Hoard #9 © 2021, Legendary Games; Authors Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach