Phoenixmancer, Variant (5e Class)

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Phoenixmancer, Variant (5e class)[edit]

Little is known of this type of magic. Most phoenixmancers are simply seen as magic users that focus specifically in fire and/or healing. To the untrained eye, they are nothing more than your typical wizard or sorcerer. A phoenixmancer is born from a ritual, where the recipient is either willing or forced through by sacrifice. Their practice is contained mostly in a small group that spreads out wide and over the dawns of men and beast alike, as they now no longer live a normal life - their magic comes from a soul that has been fused with the flames of a phoenix. Sadly, this ritual will not always result in a success, as true phoenixmancers are a rarity. The pain and suffering they endured during the ritual has been payment enough for the power that comes to them.

The most identifying trait of a phoenixmancer is their appearance. Through the ritual, a phoenixmancer's hair will turn into the colour flames: red, yellow and orange streaked hair being most common, though blue or white hair have been, on rare occasion, spotted. Their skin, too, will vary between a light ash grey to a sooty charcoal, a remnant of the fires they have survived.

Ritual Flames of Rebirth[edit]

The ritual accepts the user when enough sacrifices have fed the fuel to the Ritual Flames of Rebirth. There is no set amount of sacrifices needed for the ritual - there is no sign when a phoenix is summoned or who they choose to give the powers to. Many gather willingly for these rituals to wish for wisdom and guidance, longevity and youth, or to seek a chance to join the ranks - looking a place to belong. This ritual spares no one from selection besides those who are not sentient. Those who make it out of these flames will live on to the next day, singed and charred and clearly remembering all those who had not been as lucky as they.

Creating a Phoenixmancer[edit]

Phoenixmancers' souls, through the Ritual Flames of Rebirth, have become blessed, becoming that of a phoenix. Some learn to command and release their flames to deal devastating damage to the enemies; others provide healing and aid to their teammates, allowing for a much easier time on the battlefield. When creating your phoenixmancer, spend some time to think about the changes occurring to your soul. Did you willingly ritualistically sacrifice yourself, or were you forced to perform said ritual? What made you decide to go through with the ritual, if your answer is the former? Did you know of the stakes and potential consequences, or were you ignorant and unaware? Or, alternatively, what circumstances made you an unwilling sacrifice to the ritual? Were you coerced into performing the ritual, or were you magically compelled to do so?

Do you enjoy the rewards you reaped, or will you forever stew in regret? Do you embrace what has happened and try to make the best of it, aiding those around you with strong healing spells and lending a helping hand to those who need it to the best of your abilities? Or will you reject what has been given to you, lashing out at the unfairness of your situation? Perhaps you might seek to find the phoenix who gave you your boon, requesting their gift to be rescinded?

Or perhaps you are content with the gift you were given, spending your days doing what you wish; whether it be aiding a cause, healing others, or locking yourself in a tower and researching what you will, you will be a great asset to anything you pledge yourself to.

Quick Build

You can create a phoenixmancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Secondly, choose the hermit background. Thirdly, choose the fire bolt and sacred flame cantrips, along with first level spells burning hands and cure wounds.


Class Features

As a Phoenixmancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Phoenixmancer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Phoenixmancer level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Shortswords, Rapiers, Whips, Longbows
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, Religion and Survival.

Equipment

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

  • (a) any simple weapon or (b) a whip
  • (a) a component pouch or (b) an arcane focus
  • (a) an explorer's pack or (b) a priest's pack
  • ritual clothing (treat as religious clothing), leather armor, any simple weapon, and a dagger
  • If you are using starting wealth, you have 4d4 x 4 gp in funds.

Table: The Phoenixmancer

Level Proficiency
Bonus
Flames of Rebirth Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1d10 Spellcasting, Flames of Rebirth, First Spark 2 2 2
2nd +2 1d10 Blazing Coalescence 2 3 3
3rd +2 2d10 Phoenix Flock, Phoenix Companion 2 4 4 2
4th +2 2d10 Ability Score Improvement 3 5 4 3
5th +3 3d10 3 6 4 3 2
6th +3 3d10 Flaming Sustainability, Phoenix Flock feature 3 7 4 3 3
7th +3 4d10 3 8 4 3 3 1
8th +3 4d10 Ability Score Improvement 3 9 4 3 3 2
9th +4 5d10 3 10 4 3 3 3 1
10th +4 5d10 Phoenix Companion: Tier 2, Phoenix Flock feature 4 10 4 3 3 3 2
11th +4 6d10 4 11 4 3 3 3 2 1
12th +4 6d10 Ability Score Improvement 4 11 4 3 3 3 2 1
13th +5 7d10 4 12 4 3 3 3 2 1 1
14th +5 7d10 Radiant Flight 4 12 4 3 3 3 2 1 1
15th +5 8d10 Phoenix Flock feature, Phoenix Companion: Tier 3 4 13 4 3 3 3 2 1 1 1
16th +5 8d10 Ability Score Improvement 4 13 4 3 3 3 2 1 1 1
17th +6 9d10 4 14 4 3 3 3 2 1 1 1 1
18th +6 9d10 Magic Resistance 4 14 4 3 3 3 3 1 1 1 1
19th +6 10d10 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 10d10 Phoenix Companion: Tier 4 4 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

The Ritual Flames of Rebirth, in its success, has left its mark on you, infusing you with the soul of a phoenix, and the magicks of one, too. This is the power behind your spells. See chapter 10 of the PHB for general rules of spellcasting. The phoenixmancer spell list will be detailed at the bottom.

Cantrips

At 1st level, you know two cantrips of your choice from the phoenixmancer spell list. You can learn an additional phoenixmancer cantrip of your choice at 4th level, and another at 10th level.

Spell Slots

The phoenixmancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since the power of your magic relies on your ability to project your will of fire and heat into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a phoenixmancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your phoenixmancer spells.

Flames of Rebirth[edit]

At 1st level, when your hit points reach 0, the following happens:

  • You cause an explosion around you in a 10ft. radius. Every creature within range must make a Dexterity saving throw. The creature(s) take 1d10 fire damage on a failed save, or half as much damage on a successful one. The amount of damage increases as you gain levels in this class, as shown in the Flames of Rebirth column of the phoenixmancer table. At 10th, the range is increased to 15 ft. At 15th, the range increases again up to 20 ft.
  • If your hit points reach 0, and you have either failed your death saves 3 times, or an enemy kills you with a lethal blow, you turn into a pile of ash and an egg 3 ft wide appears nested inside of it. If the egg is destroyed, you die. The egg has maximum hit points equal to half of your maximum hit points, rounded up, and an AC of 18. You will emerge from the egg after 1d4 rounds of combat, or at the end of combat (Whichever happens first).

First Spark[edit]

The phoenix residing inside of you has allowed you to gain basic control over fire. At 1st level, you know the produce flame and control flames cantrips. They do not count against the number of cantrips known.

Blazing Coalescence[edit]

As you start to get used to the phoenix’s flames burning bright inside of you, you start to adapt to the heat. At 2nd level, you gain resistance to fire. At 8th level, you gain immunity towards non-magical fires, and you can consume flames. Normal food only provides half of the nutritional value it had before, and a flame the size of a modest campfire may count as a meal. At 14th level, you gain resistance towards magical fires, and at 18th level you gain immunity towards magical fires.

Phoenix Companion[edit]

At 3rd level, you have finally acquired enough energy to summon a physical projection of the entity living inside you, the phoenix. It appears in any free space within 5ft. of you. If none are free, it perches on your shoulder and moves with you. If it were to die or vanish, you must wait until the sunrise 7 days later to summon it again.

The phoenix takes its turn immediately after the phoenixmancer. If the phoenixmancer is in egg form or unconscious, the phoenix disappears, and cannot be re-summoned until allotted time. The phoenix will last on the material plane for a duration determined by its tier.

Your phoenix companion grows stronger at 10th level; following that, at 15th and 20th.

Phoenix Companion – Tier 1, Weakened

The following table dictates the strength of the phoenix at their current stage at 5th level. More abilities and spells will come as the phoenix develops and strengthens along with their host.

At this tier, the phoenix can stay manifested for 1 minute.
Phoenix

Small elemental, neutral good


Armor Class 11 + Dex + Cha (natural armor)
Hit Points Half of your maximum HP + Con (NA)
Speed 15 ft., flying 30ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 6 (-2) 13 (+1) 14 (+2)

Saving Throws Con +3, Cha +4
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities diseases, charm
Senses darkvision 60ft., passive Perception 11
Languages Common, Ignan. It can communicate telepathically with any creature within 150 ft.
Challenge — ( XP)


Keen Sight. The phoenix has advantage on Wisdom (Perception) checks that rely on sight.

Fire Body. Whenever a creature within 5 feet of the phoenix hits it with a melee attack, the attacker takes 1d8 fire damage. At 10th level, the damage increases to 2d8, and again at 15th to 2d10.

Illumination. The phoenix sheds light for 30ft, and dim light for 30ft after that. It can suppress this light for 1 minute as a bonus action, reducing the light to 5ft bright light and 10ft dim light.

Magic Weapons. The phoenix's weapon attacks are magical.

ACTIONS
Beak. Melee Weapon Attack: +Dex to hit, reach 5 ft., one target. Hit: 4 (1d4 + Dex) piercing damage, plus 4 (1d8) fire damage.

Talons. Melee Weapon Attack: +Dex to hit, reach 5 ft., one target. Hit: 5 (1d6 + Dex) slashing damage, plus 4 (1d8) fire damage.

Fire Ray (1/day). Ranged Spell Attack: +Cha to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage.

Spell Save DC: 8 + Proficiency + CHA



Phoenix Companion – Tier 2, Developing

At 10th level, the phoenix gains the following stats, improved spells and abilities.

At this tier, the phoenix can stay manifested for 5 minutes.
Phoenix

Small elemental, neutral good


Armor Class 11 + Dex + Cha (natural armor)
Hit Points Half of your maximum HP + Con (NA)
Speed 20 ft., flying 60ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 10 (+0) 14 (+2) 17 (+3)

Saving Throws Con +3, Cha +4
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities diseases, charm
Senses darkvision 120ft., passive Perception 12
Languages Common, Ignan. It can communicate telepathically with any creature within 150 ft.
Challenge — ( XP)


Keen Sight. The phoenix has advantage on Wisdom (Perception) checks that rely on sight.

Fire Body. Whenever a creature within 5 feet of the phoenix hits it with a melee attack, the attacker takes 1d8 fire damage. At 10th level, the damage increases to 2d8, and again at 15th to 2d10.

Illumination. The phoenix sheds light for 30ft, and dim light for 30ft after that. It can suppress this light for 1 minute as a bonus action, reducing the light to 5ft bright light and 10ft dim light.

Magic Resistance. The phoenix has advantage on saving throws against spells and other magical effects.

Magic Weapons. The phoenix's weapon attacks are magical.

ACTIONS
Multiattack. The phoenix makes two attacks: one with its beak and one with its talons, or one with its Fire Ray and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus 5 (1d10) fire damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, plus 5 (1d10) fire damage.

Fire Ray (2/day). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage.

Spell Save DC: 8 + Proficiency + CHA



Phoenix Companion – Tier 3, Strengthened

At 15th level, the phoenix gains the following stats, improved spells and abilities.

At this tier, the phoenix can stay manifested for 1 hour.
Phoenix

Medium elemental, neutral good


Armor Class 11 + Dex + Cha (natural armor)
Hit Points Half of your maximum HP + Con (NA)
Speed 20 ft., flying 90ft.


STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 19 (+4) 10 (+0) 17 (+3) 17 (+3)

Saving Throws Con +3, Cha +4
Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities diseases, charm, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 120ft., passive Perception 13
Languages Common, Ignan. It can communicate telepathically with any creature within 150 ft.
Challenge — ( XP)


Keen Sight. The phoenix has advantage on Wisdom (Perception) checks that rely on sight.

Fire Body. Whenever a creature within 5 feet of the phoenix hits it with a melee attack, the attacker takes 1d8 fire damage. At 10th level, the damage increases to 2d8, and again at 15th to 2d10.

Illumination. The phoenix sheds light for 30ft, and dim light for 30ft after that. It can suppress this light for 1 minute as a bonus action, reducing the light to 5ft bright light and 10ft dim light.

Magic Resistance. The phoenix has advantage on saving throws against spells and other magical effects.

Magic Weapons. The phoenix's weapon attacks are magical.

Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

ACTIONS
Multiattack. The phoenix makes two attacks: one with its beak and one with its talons, or one with its Fire Ray and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus 5 (1d10) fire damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, plus 5 (1d10) fire damage.

Fire Ray (2/day). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage.

Fireball (1/day). Ranged Spell Attack: +6 to hit, range 150ft. Hit: 24 (8d6) fire damage on a failed save, half as much on a successful save.

Spell Save DC: 8 + Proficiency + CHA



Phoenix Companion – Tier 4, Restored

At 20th level, the phoenix gains the following stats, improved spells and abilities.

At this tier, the phoenix can stay manifested for 24 hours.
Phoenix

Large elemental, neutral good


Armor Class 11 + Dex + Cha (natural armor)
Hit Points Half of your maximum HP + Con (NA)
Speed 20 ft., flying 120ft.


STR DEX CON INT WIS CHA
19 (+4) 26 (+8) 25 (+7) 10 (+0) 21 (+5) 18 (+4)

Saving Throws Con +3, Cha +4
Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities diseases, charm, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 120ft., passive Perception 13
Languages Common, Ignan. It can communicate telepathically with any creature within 150 ft.
Challenge — ( XP)


Keen Sight. The phoenix has advantage on Wisdom (Perception) checks that rely on sight.

Fire Form The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).

Fire Body. Whenever a creature within 5 feet of the phoenix hits it with a melee attack, the attacker takes 1d8 fire damage. At 10th level, the damage increases to 2d8, and again at 15th to 2d10.

Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. It can suppress this light for 1 minute as a bonus action, reducing the light to 5ft bright light and 10ft dim light.

Magic Resistance. The phoenix has advantage on saving throws against spells and other magical effects.

Magic Weapons. The phoenix's weapon attacks are magical.

Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

ACTIONS
Multiattack. The phoenix makes two attacks: one with its beak and one with its talons, or one with its Fire Ray and one with its talons.

Beak. Melee Weapon Attack: 13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage.

Fire Ray (2/day). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage.

Fireball (2/day). Ranged Spell Attack: +6 to hit, range 150ft. Hit: 24 (8d6) fire damage on a failed save, half as much on a successful save.

Fire Shield (1/day). Duration: 10 minutes. Whenever a creature within 5 feet of the phoenix hits it with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Wall of Fire (1/day). Concentration, duration: 1 minute. A creature takes 5d8 fire damage on a failed Dexterity save, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall.

Spell Save DC: 8 + Proficiency + CHA




Phoenix Flock[edit]

At 3rd level, you may now choose a phoenix flock to identify with or join: Flock of the Featherweaver, the Flock of Life, or the Flock of Bombardment, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 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.


Flaming Sustainability[edit]

Starting at 6th level, your fire spells soothe and restore you. When you cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.

Additionally, your healing spells are strengthened. Starting 7th level, whenever you use a healing spell of 1st level or higher to restore hit points to a creature, you may use one level of dice higher than the original. The die may not exceed a d12.

However, your flames are your life force, and sharing it will trigger some side effects. Whenever you cast a healing spell to restore hit points to any creature not you or your phoenix, you take 1d8 necrotic damage per spell slot level.

Radiant Flight[edit]

At the 14th level, you are able to manifest two wings of fire and gain a flying speed equal to your current movement 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.

Magic Resistance[edit]

Starting at 18th level, you have advantage on saving throws against spells and other magical effects.

Phoenix Flocks[edit]

Though not much is really known about phoenixes, phoenixmancers similar in ideals, goals, and conviction are known to tend to flock towards one another. They may recognize other fellow phoenixmancers as their brethren, or refuse to acknowledge each other.

Whatever the case may be, most phoenixmancers join a flock, absorbing what little knowledge they can from each other; after all, the probability of new phoenixmancers are rare, and those who have been for centuries are coveted for their knowledge.

Flock of the Featherweaver[edit]

Phoenixmancers belonging to the Flock of the Featherweaver are notorious for using flaming feathers alongside powerful fire spells to defeat enemies and support allies. They are a formidable force to deal with and made even stronger when paired with their party.

Feathers of Naphtha

Starting at 3rd level, you can control a series of fiery feathers, manifesting up to 2. As an action and/or a bonus action, you can manifest 1 feather of fire each until you end them as a bonus action. The feathers can move no farther than 30ft. away from you or lift anything heavier than 5lbs. each. The amount of feathers out on the field may not exceed your limit. Each feather has an AC of 16 and 5 hit points.

As a bonus action, you can move each feather up to 20ft. and make a melee spell attack against any creature within 5ft. of it. Each feather deals 1d4 fire damage.

You may manifest an extra feather at 6th, 12th, 15th and 18th level. That number becomes your feather limit. You may not cast spells that require concentration while your feathers are active.

Flock Casting

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Flock Casting Table. Each of these spells counts as a phoenixmancer spell for you, but it doesn't count against the number of phoenixmancer spells you know.

Phoenixmancer Level Spells
3rd Scorching Ray and Flaming Sphere
7th Wall of Fire and Fire Shield
11th Investiture of Flame and Sunbeam
14th Delayed Blast Fireball and Firestorm
Engulfing Embers

You gain masterful use of your feathers. Starting at 6th level, you may add your Charisma modifier to the damage rolls of your feathers, and your range increases by 10ft.

Additionally, as an action, you may summon a maximum of 2 feathers in the Feathers of Naphtha feature.

Protean Blessings of Prometheus

You can now use your feathers to heal, bolster allies or debuff enemies. Starting at 10th level, when you use the *Feathers of Naphtha* feature, you may choose a property the feather(s) manifested would gain. The effects will only last for 1 minute unless otherwise specified. After the effect is applied to a creature, the feather reverts back to its original form.

  • Feather of Healing. These feathers burn a deep, calming green. A creature who touches this feather will gain 2d4 + your Charisma modifier hit points.
  • Feather of Fortune. These feathers burn a fortuitous gold. A creature who touches this feather will have advantage on their attack rolls and saving throws until the start of your next turn.
  • Feather of Misfortune. These feathers burn a sickly black. A creature who touches this feather will have disadvantage for all their attack rolls and saving throws until the start of your next turn.
  • Feather of Aegis. These feathers burn a bright, ethereal blue. A creature who touches this feather will gain +4 AC for 3 of their turns. At the end of their 3rd turn, their AC reverts to normal.
  • Feather of Ambrosia. These feathers burn a honeyed yellow. A creature who touches this feather will gain temporary Hit Points equal to 10 + your Charisma modifier.
  • Feather of Debilitation. These feathers burn a static cyan. A creature who touches this feather must make a Dexterity saving throw against your spell save DC or become stunned for 2 rounds.
  • Feather of Aspersion. These feathers burn a bright scarlet. The feather's damage capabilities are strengthened. You may add your proficiency bonus to the attack roll and half of your proficiency bonus (rounded up) to your damage roll.

You may only use this feature an amount of times equal to your Charisma modifier (minimum 1) per day.

Fiery Exaltation of Amanteca

You’ve gained enough power to control a large amount of feathers at once. At 15th level, as an action, you may create one of the following:

  • Feather Whirl. A whirl of feathers with a radius no larger than 20ft. appears within your range of sight. Each creature attempting to pass through the whirl of feathers must make a Dexterity saving throw against your Spell Save DC, or take 5d6 fire damage on a failed save and gets knocked prone, or half as much damage on a successful save. As a bonus action, you may move the whirl 10ft. in any direction.
  • Feather Whip. A fiery whip made of plumage takes hold in your palm. Controlling the feathers, you can make a melee spell attack against one target, dealing 3d8 fire damage on a hit. You may also choose to restrain a target; the target must make a Dexterity or Strength saving throw against your Spell Save DC or stay restrained and take 2d8 fire damage for each round it remains restrained. On a success, the target frees itself.
  • Feather Armour. Sturdy, fiery feathers manifest to protect any creature of your choice. They will gain an armor class of 14 + your Dexterity modifier + your Dexterity modifier for the duration. This ignores any existing armour and/or shield. Each creature within 5ft. of the armored creature that attacks said creature will take 1d8 fire damage.

Each construct lasts for a maximum of 1 minute or until you end it as a bonus action. You may use this feature for an amount of times equal to half of your Charisma modifier (rounded up). Only one construct may exist at one time. Additionally, any feathers from the *Feathers of Naphtha* feature will dissipate and the feature will be inactive for the duration of Fiery Exaltation of Amanteca.

Flock of the Aegis[edit]

Those of the Flock of the Aegis are sturdy and long-lasting on the battlefield, utilizing their magic to protect themselves and their allies, keeping the enemies' attention away from fragile spellcasters and nimble rogues.

Blessings of Hestia

In the light of your sacrifice and subsequent rebirth, your body has grown hardier. Starting from 3rd level, whenever you level up, you may add your Charisma modifier to your hit die instead of your Constitution modifier.

Additionally, you can make use a reaction to aid an ally in need. Whenever a friendly creature within 15ft. of you would get hit by a damaging ability, you can choose to take the damage for them instead.

Flock Casting

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Flock Casting Table. Each of these spells counts as a phoenixmancer spell for you, but it doesn't count against the number of phoenixmancer spells you know.

Phoenixmancer Level Spells
3rd Aid and Mirror Image
7th Fire Shield and Death Ward
11th Fizban's Platinum Shield and Globe of Invulnerability
14th Tasha's Otherworldly Guise and Divine Word
Sheltered Aura

Your flames bolster you and your allies. Starting at 6th level, whenever you or a creature within 15ft. of you needs to make a saving throw, the creature gain a to their saving throw equal to your Charisma modifier (minimum of +1). You also gain immunity to disease.

Additionally, you gain an unarmored defense of 10 + your Charisma modifier + your Dexterity modifier when not wearing armor and not using a shield.

Cinder Purity

Your flames have learned to burn away debilitating effects. Starting at 10th level, as an bonus action, you can burn away one of the following impurities to end one effect on any creature of your choice that is causing them to be blinded, deafened, diseased, paralyzed, petrified or poisoned. You can use this feature for an amount equal to your Charisma modifier per day.

Additionally, as an action, you may select up to 3 creatures within range, healing them for an amount equal to your Charisma modifier. You must take a short or long rest before you can use this feature again. You gain one extra use at 15th level, and another at 18th level.

Fiery Invulnerability

Your very magic itself have learned to temporary change its properties to protect you and your allies. Starting at 15th level, as an action, you can expend a spell slot of 4th level or lower to allow any one creature of your choice within 10ft. of you to gain resistance against one of the following: acid, bludgeoning, cold, lightning, poison, or thunder for 1 minute. You may use this feature for an amount of times equal to your Charisma modifier per day.

At 18th level, you can choose to expend a spell slot of 5th level or higher to instead allow a creature to gain immunity against any one of the damage types listed above.

Additionally, you may expend an 6th-level or higher spell slot to instantly regain hit points equal to your Charisma modifier + your Constitution modifier when your hit points reach 0. Once you use this feature once, you may not use it again until you have finished a long rest.

Flock of Bombardment[edit]

Belonging to the Flock of Bombardment are the hard-hitters among the phoenixmancers. They leap into battle with a cry, bringing victory to their flock. They take advantage of their conditional immortality, seemingly throwing their life away to fatally wound the opponent.

Ares' Grenadier

You are careful with the distribution of your hit points, including when you lose them. Starting 3rd level, you may convert 1/5 of your maximum hit points, rounded up, into an orb of flames that circles around 5ft. of you.

The orbs around you fends off enemies. For every orb summoned, you gain a +1 to your AC. You may manifest as many orbs as you like, so long as your hit points do not reach 0.

Each summoned orb contains soul charges depending on how many hit points were traded. For every 2 hit points, the orb contains 1 soul charge. The orbs last as long as there is at least 1 soul charge inside it. Using a bonus action, these charges can be exchanged for benefits listed below, and these benefits only disappear when all the orbs do unless otherwise specified.

  • Swiftness. For 1 soul charge, you gain an additional 10ft. movement speed.
  • Graceful. For 1 soul charge, you don't take damage from falling 30ft. or less if you're not incapacitated.
  • Agile. For 1 soul charge, you use both your Strength and Dexterity stats when determining long jumps and high jumps.
  • Precision. For 2 soul charges, you get +2 on attack rolls.
  • Perfect Hit. For 4 soul charges, your next weapon attack critically hits.
  • Phoenix Fire For 5 soul charges, you can add 1d8 fire damage to any spell that deals fire damage.
  • Fiery Aura. For 5 soul charges, any opponent that successfully attacks you takes 1d8 fire damage.
  • Fervor Strength. For 10 soul charges, you gain advantage for all your attack rolls.
  • Combust. You throw an orb of fire towards an enemy within 120ft, exploding in a 15ft radius. upon impact and dealing 1d6 fire damage for every 2 charges stored in the orb. All creatures within the blast radius must make a Dexterity saving throw. The creature takes half damage on a success and full damage on a failure.
  • Absorb. You absorb the fire orbs back into your body, healing 1 hit point for every charge. You may choose how many soul charges are consumed in this process. However, this feature will automatically activate if you receive a fatal blow, healing you for a minimum of 1 hit point.
Flock Casting

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Flock Casting Table. Each of these spells counts as a phoenixmancer spell for you, but it doesn't count against the number of phoenixmancer spells you know.

Phoenixmancer Level Spells
3rd Scorching Ray and Aganazzar's Scorcher
7th Wall of Fire and Widogast's Web of Fire
11th Investiture of Flame and Otherworldly Form
14th Crown of Stars and Fire Storm
Reliable Revivability

It's easy to take advantage of your conditional immortality when you manage to survive every time. Starting at 6th level, when you revert into an egg after your hit points reach 0, your egg is shielded by searing flames. It deals 2d8 fire damage to any creature within 5ft. of it every round you stay unemerging in the egg.

Soul Link

The more you get used to it, the easier it gets. Starting at 10th level, as an action, you create a link between you and a creature you can see. The creature must make a Constitution saving throw; if they succeed, the link fails, and if they fail, the link forms.

Any damage you take will also cause the creature linked to you to take the same damage. If the creature dies, you gain hit points equal to half of the damage that dealt the killing blow to the creature.

Additionally, due to the fiery nature of your soul, the creature takes 1d8 fire damage at the start of their turn. The creature may continue making Wisdom saving throws. On a success, the soul link dissipates.

At 14th and 17th level, add one damage die to the fire damage. You may use this feature for an amount of times equal to your Charisma modifier.

Ares' Agression

The closer you are to death, the fiercer your attacks will be. At 15th level, when your hit points reaches lower than 10% of your maximum health, you gain 2 additional fire orbs with no additional cost to your hit points.

Phoenixmancer Spell List[edit]

You know all of the spells on the basic phoenixmancer spell list and additional spells based on your subclass.

Cantrips (0 Level)

Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Green-Flame Blade, Hand of Radiance, Light, Produce Flame, Resistance, Sacred Flame, Virtue

1st Level

Absorb Elements, Arcane Weapon, Bless, Burning Hands, Chaos Bolt, Charm Person, Chromatic Orb, Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Disguise Self, Expeditious Retreat, Faerie Fire, Feather Fall, Guiding Bolt, Healing Word, Identify, Mage Armor, Protection from Good and Evil, Sanctuary, Shield of Faith

2nd Level

Aganazzar's Scorcher, Aid, Calm Emotions, Continual Flame, Darkvision, Enhance Ability, Flame Blade, Flaming Sphere, Gentle Repose, Healing Spirit, Heat Metal, Lesser Restoration, Levitate, Magic Weapon, Mirror Image, Prayer of Healing, Protection from Poison, Scorching Ray, Zone of Truth

3rd Level

Aura of Vitality, Beacon of Hope, Clairvoyance, Dispel Magic, Elemental Weapon, Fireball, Flame Arrows, Flame Stride, Haste, Life Transference, Magic Circle, Mass Healing Word, Melf's Minute Meteors, Protection from Energy, Remove Curse, Revivify, Speak with Dead, Spirit Guardians, Tongues

4th Level

Aura of Life, Aura of Purity, Banishment, Conjure Minor Elementals, Death Ward, Elemental Bane, Fire Shield, Locate Creature, Mordenkainen's Private Sanctum, Sickening Radiance, Summon Elemental, Wall of Fire, Widogast's Web of Fire

5th Level

Circle of Power, Contact Other Plane, Conjure Elemental, Dawn, Dispel Evil and Good, Far Step, Flame Strike, Greater Restoration, Hold Monster, Immolation, Mass Cure Wounds, Raise Dead, Skill Empowerment, Wall of Light

6th Level

Fizban's Platinum Shield, Globe of Invulnerability, Guards and Wards, Heal, Heroes' Feast, Investiture of Flame, Otherworldly Form, Soul Cage, Sunbeam, True Seeing

7th Level

Crown of Stars, Delayed Blast Fireball, Fire Storm, Plane Shift, Prismatic Spray, Regenerate, Resurrection, Symbol

8th Level

Demiplane, Dominate Monster, Feeblemind, Incendiary Cloud, Sunburst

9th Level

Mass Heal, Meteor Swarm, Power Word: Heal, Time Stop, True Resurrection, Wish

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the phoenixmancer class class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the phoenixmancer class, you gain the following proficiencies: Light Armor, Simple Weapons, Shortswords, Rapiers, Whips, Longbows

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