Phoenix Knight (5e Class)

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Phoenix Knight[edit]

You have the power of the phoenix. As a Phoenix Knight you took, inherited, or gained a Phoenix necklace, bracelet or ring in some way that has immeasurable power within it and the stronger you get the more power it gives you. This trinket cannot be taken off unless you are killed or the player gifts it to another person, if it is gifted the player is now the fighter class, the person who was gifted the trinket may choose to become a Phoenix Knight, give it to someone else, or keep it as a trinket without the power. If someone u did not allow to have the trinket tries to take it, it's hot to the point that if anyone other than you touches it, it does 2d6 fire damage, it's so heavy no one can pick it up directly but so light that if they pick up your ashes they can carry it with you. Inside it resides the soul of a primordial phoenix. Anytime a Pheonix Knight feature is used the wearer has the choice to make the phoenix roar causing the enemies around them to roll above your spell save dc, and may only be used for 1 ability a day, but can be used to give them advantage on intimidation in situations where they are intimidating someone else out of combat. The Origins of this trinket are unknown. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.

Creating a Phoenix Knight[edit]

Quick Build

You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a shield with chain mail armor.

Class Features

As a Phoenix Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Phoenix Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Phoenix Knight level after 1st

Proficiencies

Armor: All armor and Shields
Weapons: Simple & Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial melee weapon
  • (a) five javelins or (b) any simple melee weapon
  • (a) Chain mail or (b) Scale mail
  • (a) Dungeoneer's pack or (b) Explorer's Pack

Table: The Phoenix Knight

Level Proficiency
Bonus
Embers Features
1st +2 - Fighting Style, Phoenix Aura
2nd +2 2 Embers
3rd +2 3 Phoenix Knight Archetype
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack
6th +3 6 Phoenix Soul
7th +3 7 Archetype Feature
8th +3 8 Ability Score Improvement
9th +4 9 Indomitable
10th +4 10 Archetype Feature
11th +4 11 Fiery Rebirth
12th +4 12 Ability Score Improvement
13th +5 13 Brave Heart
14th +5 14 Phoenix Wings
15th +5 15 Archetype Feature
16th +5 16 Ability Score Improvement
17th +6 17
18th +6 18 Archetype Feature
19th +6 19 Ability Score Improvement
20th +6 20 Phoenix Form, Phoenix Immortality

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blessing of the Phoenix

You learn two cantrips of your choice from the following list: control flames, create bonfire, firebolt, green-flame blade, lighting lure, produce flame, resistance, sacred flame or spare the dying. Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the list.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Phoenix Aura[edit]

At 1st level, as a bonus action, you can summon an fiery aura around your body. For 1 minute, you gain the following benefits:

  • You shed bright light in a 10-foot radius and dim light for an additional 10 feet. The radius increases to 15 feet at 5th level, 20 feet at 9th level, 25 feet at 13th level and 30 feet at 17th level.
  • You can use an Action to intensify the flames in the aura. When you do so, each creature inside the bright light of the aura must succeed on a Constitution saving throw, or take 1d6 fire damage. The damage increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level.
  • You cause additional 1d4 fire damage with your melee weapon attacks. This increases to 1d6 at 5th level and 1d8 at 11th level and 1d10 at 17th level.

Once you use this feature once, you can’t use it again until you finish short or a long rest.

Embers[edit]

Starting at 2nd level, your training allows you to harness the primordial energy of the phoenix. Your access to this energy is represented by a number of embers as shown in the ember point column of the phoenix knight table. You can spend these embers to fuel any phoenix knight and its sub classes features at any moment. You regain all spent embers when you finish a long rest.

Fuel the Flames

When you use a Phoenix Knight feature that has a duration of 1 minute or longer, you can spend 1 ember to double its duration.

Stoke the Flames

When you roll fire damage for a feature, you can spend 1 ember to re-roll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.

Revive the Flames

If you have expended all uses of a feature, you can spend embers equal half the level in which you have gained the feature (rounded up), and use it one more time.

Phoenix Archetypes[edit]

At 3rd level, you can embrace an archetype, that reflects one of the aspects of the phoenix. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. You can choose between the Sun Phoenix and the Moon Phoenix, detailed at the end of the class description.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Phoenix Soul[edit]

Starting at 6th level, due to the power of the phoenix now coursing through your body you are now resistant to fire damage is immune to the effects of extreme heat. In addition, the fire damage caused by your Phoenix Knight features ignore resistance to fire.

Flame Absorption[edit]

Beginning at 9th level, the magic from your flames restores your form. When you use a phoenix knight feature that causes fire damage, you can use your reaction to gain hit points equal to 1d10 + half you level. Any amount that surpasses your maximum is converted in temporary hit points.

This Ability can only be used once every long or short rest.

Fiery Rebirth[edit]

At 11th level, when you are reduced to 0 hit points, you can spend 1 ember point to be reduced to 1 hit point instead. You can spend additional ember points to force creatures within a radius that can 5-foot, 10-foot, 15-foot or 20-foot (your choice) to make a Dexterity saving throw, or take 2d6 fire damage per ember point spent after the first on a failed save, or half as much on a success.

Brave Heart[edit]

At 13th level, you are immune to being frightened and each friendly creature within sight of you has advantage on ability checks made to avoid being frightened while you are conscious.

Phoenix Wings[edit]

At 14th level, you gain the ability to sprout a pair of fiery phoenix wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Phoenix Immortality[edit]

At 17th level, your body stops aging and when you die your body is consumed by flames until only a cinder is left between the ashes, this cinder is blazing hot, dealing 4d6 fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it bursts into flames, from which you are reborn. This ability replaces any damaged or missing organs and limbs.

Phoenix Form[edit]

At 20th level, you become a phoenix avatar using a bonus action, for 1 minute, or until you are knocked unconscious or killed. You're able to channel powers of the Phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright red or a color of the players choosing, and your body is engulfed in flames.(color of flames are up to players discretion). You must complete a long rest before you can use this feature again. You gain the following benefits:

  • Your flying speed is doubled.
  • Your feet are turned into talons, that may be used for unarmed strikes when you are flying. You cause 1d6 slashing and 1d6 fire with them, instead of the normal damage for unarmed strikes. In addition, when you attack a creature with a talon, you can fly out of its range without provoking opportunity attacks.
  • Your attacks with melee weapons cause additional 1d6 fire damage.
  • An aura of intense heat surrounds you, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there, takes 1d6 fire damage, and if they make a successful melee attack against you they take an extra 1d6 fire damage.
  • Fiery Rebirth cost 1 ember point less to be used (to a minimum of 1).

Phoenix Archetypes[edit]

Sun Phoenix[edit]

As a sun phoenix you gain radiant flames to scorch your opponents.

Ablaze

At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in a bird shaped column of fire. For the duration, you can choose two of the following benefits:

• Your attacks count as magic for resistance and immunity purposes during the minute that Ablaze is active.

• You can use the second feature of Phoenix Aura as a bonus action.

• Whenever you would deal damage to a creature with your weapon, you can spend 1 ember to have up to two creatures within 5 feet of the target, to also take the extra fire damage. You can use this once per turn.

• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.

Fire Breath

At level 7 As an action you exhale fire in a 30 feet cone. When you use your breath weapon, each creature in the area must make a dexterity saving throw dc 8 + proficiency bonus + con modifier. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. You can use this ability again after a long or short rest.

Fire Rain

At level 10 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The area becomes ignited and the soil dries and cracks becoming rough terrain. This area stays ignited for a minute or until the fire is extinguished by magic means. Once on each turn, any creature that is within the affected area, takes 2d6 fire damage. You can use this ability again after a long rest.

Sunfire Rebirth

At level 15 You can choose between fire or radiant damage to all sun phoenix abilities.

Fire Vortex

At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 fire or radiant damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved. You can use this ability again after a long rest.

Moon Phoenix[edit]

Once you become a moon phoenix knight your flames become ice cold.

freezing

At level 3 as a bonus action you are able to harness the power of the Phoenix and channel it, wreathing yourself in explosion of ice bird shaped. For the duration, you can choose two of the following benefits:

•Your attacks count as magic for resistance and immunity purposes during the minute that Ablaze is active.

• Once on each turn, when a creature within 10ft of you damages you, you can make your presence freeze it causing it to lose 10 feet of moving until the end of your next turn.

• Whenever you would deal damage to a creature with your weapon, you can spend 2 embers to make him unable to use reactions until the end of your turn. You can use this once per turn.

• This ability lasts for a minute, and you may use it two times per day. You regain all expended uses after a long rest.

Umbral Grasp

At level 7, you can channel frost powers around you. As a bonus action, you cause a 30-foot icy aura to flow from you, making the area difficult terrain until the end of your next turn. You must finish a short or long rest after using this feature to use it again.

Cold weather

At level 10, as an action you make a snowstorm with a 30 by 30 foot area and the enemies in the area must make a Dexterity saving throw dc 8 + proficiency bonus + con modifier or be frozen (Stunned) on a failed save for one minute, or not Frozen (Stunned) on a successful. The area becomes freezed becoming rough terrain and stays for a minute or until the area is heated by magic means. Once on each turn, any creature that is within the affected area can make a Strength saving throw to break free from freezing. You can use this ability again after a long rest.

Cold to the bone

At level 15 You become immune to freezing weather and can move normally on difficult terrain by making an ice path as an action. Additionally, enemies lose 10 feet of movement until the end of your turn when hitting you.

Eclipse

At level 18 as an action, while active: Umbral Grasp or Cold weather spending 10 embers you cause ice spikes to form in the area that attack your enemies. You can make an attack that is a d20 + your proficiency + your Constitution modifier. On a hit they take 10d6 cold and their movement speed is halved.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 14 strength, 14 constitution, & a Phoenix Trinket

Proficiencies. When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.


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