Phoenixmancer (5e Class)
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- 1 Phoenixmancer
- 1.1 Ritual Flames of Rebirth
- 1.2 Phoenix Magic
- 1.3 Creating a Phoenixmancer
- 1.4 Class Features
- 1.5 Soul of the Phoenix
- 1.6 Flames of Rebirth
- 1.7 Singe the Wound
- 1.8 Tribal Flame Archetype
- 1.9 Obtain Phoenix
- 1.10 Ability Score Increase
- 1.11 One Body
- 1.12 One With the flames
- 1.13 Bolstering Flame
- 1.14 Flaming Aura
- 1.15 Ageless Life
- 1.16 Magical Flame Weapons
- 1.17 Radiant Flight
- 1.18 Ancient Sense
- 1.19 Magical Resistance
- 1.20 Burning Soul
- 2 Tribal Flames of Purging
- 3 Tribal Flames of Purity
- 4 Tribal Flames of Life
- 5 Phoenixmancer Spell List
Little is known of this type of magic. Most Phoenixmancers are simply seen as a magic users that focus specifically in fire and healing. To the untrained eye- they are nothing more than a Wizard or Sorcerer. A Phoenixmancer is born from a ritual that 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 to the flames of a phoenix. Sadly, this ritual is not always 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.
Their appearances has been altered through the ritual as well. A Phoenixmancer can typically be any race, though they get changes to appearance: their hair takes on the color of flames; either being red, yellow, orange, and more exotic colors of flames like blue or white. The skin color varies between a light ash to a more deeper grey to represent the fires they charred and survived in.
Ritual Flames of Rebirth
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 the chance to join the ranks- looking a place to belong. This Ritual spares no one from selection besides those who are not sentient. Sadly for those who make it out of these flames live on remembering this day, and clearly remember all those who have not been as lucky as them.
Phoenixmancers learn the ways of the flames in their soul. Their soul has become mythical; that of the Phoenix. Some even learn to command and release the flames to aid themselves and others in combat. Many tend to light things ablaze by mistake as they learn to control what they have. Some decide to take an even more humble approach and impart their gifts onto others; tending to ill and/or dying so that they might be reborn within your flames and last forever with its memories.
Creating a Phoenixmancer
- Quick Build
As a Phoenixmancer you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons, Shortswords, Scimitars, Rapiers, Whips, Longbows
Tools: one of your choice
Saving Throws: Constitution and Charisma
Skills: Choose Three from Arcana, History, Animal Handling, Insight, Persuasion, Religion, Nature, Survival, and Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple weapon or (b) a shortsword or (c) a whip
- (a) a Dagger or (b) a longbow and 20 arrows
- (a) a Component pouch or (b) an Arcane Focus
- (a) an Explorer's Pack or (b) a Ritual Pack (treat as priest pack)
- (a) Ritual Clothing (treat as a religious clothing) or (b) 5gp
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Cantrips Known||Spells Known||Soul of the Phoenix||Features||—Spell Slots per Spell Level—|
|1st||+2||2||2||1d10||Soul of the Phoenix, Flames of Rebirth, Spellcasting||2||—||—||—||—||—||—||—||—|
|2nd||+2||2||3||1d10||Singe the Wound||3||—||—||—||—||—||—||—||—|
|3rd||+2||2||4||2d10||Tribal Flame Archetype, Obtain Phoenix||4||2||—||—||—||—||—||—||—|
|4th||+2||3||5||2d10||Ability Score Improvement, One Body||4||3||—||—||—||—||—||—||—|
|5th||+3||3||6||3d10||One With the Flames||4||3||2||—||—||—||—||—||—|
|6th||+3||3||7||3d10||Bolstering Flame, Flaming Aura||4||3||3||—||—||—||—||—||—|
|7th||+3||3||8||4d10||Tribal Flame Feature||4||3||3||1||—||—||—||—||—|
|8th||+3||3||9||4d10||Ability Score Improvement, Ageless Life||4||3||3||2||—||—||—||—||—|
|9th||+4||3||10||5d10||Magical Flame Weapon||4||3||3||3||1||—||—||—||—|
|10th||+4||4||10||5d10||Tribal Flame Feature, Soul of the Phoenix (15 ft)||4||3||3||3||2||—||—||—||—|
|12th||+4||4||11||6d10||Ability Score Improvement, Radiant Flight||4||3||3||3||2||1||—||—||—|
|15th||+5||4||13||8d10||Tribal Flame Feature, Soul of the Phoenix (20 ft)||4||3||3||3||2||1||1||1||—|
|16th||+5||4||13||8d10||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|18th||+6||4||14||9d10||Tribal Flame feature||4||3||3||3||3||1||1||1||1|
|19th||+6||4||15||10d10||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
Soul of the Phoenix
At the 1st level, when you die, you cause an explosion around you. Each creature in a 10 ft radius must make a Constitution saving throw. A target takes 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 Soul of the Phoenix column of the Phoenixmancer table. At 10th, the range is increased to 15 ft. At 15th, the range increases again up to 20 ft. Additionally you gain resistance to radiant damage.
Flames of Rebirth
At 1st level, when you die, you instead turn to a pile of ash and an egg 3 ft wide appears where you had died. You emerge from the egg next week in peak form without any of your equipment or clothing. If this egg is destroyed, you die. The egg has hit points equal to half of your maximum health, rounded up, and an AC of 18.
You may pick spells and cantrips from the Phoenixmancer Spell list, which is listed at the bottom.
At 1st level, you know two Cantrips of your choice from the Phoenixmancer spell list. You 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. You know two 1st-level Spells of your choice from the Phoenixmancer spell list. As you level up you may learn new spells, determined by the Spells Known column on the Phoenixmancer table. Each of these Spells must be of a level for which you have Spell Slots. Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the Phoenixmancer spell list, which also must be of a level for which you have Spell Slots.
- 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 and spellcasting attack modifier for a Phoenixmancer spell you cast. 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.
Singe the Wound
At 2nd level, when your health drops to 0, you release a sacred flame from yourself. This flame envelopes an ally of your choice within 15 ft, giving their melee attacks an additional 1d6 fire damage and healing them for 1d6 hp. The additional damage lasts for one minute. At 8th, the heal increases to 2d6, and again at 12th to 3d6.
Tribal Flame Archetype
At the 3rd level you may now pick one of the following Phoenixmancer tribal flame archetype listed towards the end of the page. you gain feats and features as shown in that archetype and or as shown in the Phoenixmancer table above.
At level 3 you have finally acquired enough energy to summon the entity living inside you, the Phoenix. It appears within a 5 ft free space around you, if none are free it perches on your shoulder. While perched on your shoulder, you gain the benefits of its features. If was to die or vanish you must wait until the next sunrise to summon it back.
The Phoenix shares its stats with the Phoenixmancer.
- Half of the Phoenixmancer's maximum HP.
- Armor Class
- 11 + DEX + CHA
- 15 ft., 30 ft. flying
- Saving Throws
- CON, CHA
- Nature, Survival, Perception
- Fire, Diseases, Charm
- Darkvision, 60ft
- Understands Common, Primordial (Ignan) but cannot speak. It can communicate telepathically with the Phoenixmancer within 150 ft.
- Keen Sight
- Advantage on Wisdom (Perception) checks relying 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, the damage increases to 2d8, and again at 15th to 2d10.
- 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.
- Fire Magic Resistance
- The phoenix has advantage on saving throws against fire-based spells and other magical effects.
- Magic Weapon
- The Phoenix's claws are regarded as magical for the purpose of bypassing resistances and immunities.
The Phoenix takes its turn immediately after the Phoenixmancer. If the Phoenixmancer is in egg form or unconscious, the Phoenix disappears, and cannot be resummoned until sunrise.
- Melee Weapon Attack. + DEX to hit, 5ft, one target. Hit: 2d4 slashing, 1d6 fire damage.
- Flaming Spears
- Spell Attack. 60ft, One-two targets. The Phoenix summons two flaming spears, and launches it towards its enemies. Targets make a Dexterity saving throw. On a failed save, target takes 1d6 fire damage each, and half as much on a successful save. Additionally, on a failed save, the target burns for 2 hit points at the start of its turn for 3 turns. This can be halted by water or any other dousing effect.
Spell DC: 8 + Proficiency + CHA
Ability Score Increase
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.This cannot raise an ability score above 20.
At 4th level, the Phoenix and the Phoenixmancer share the same internal flame. As long as you are all within 30ft of each other, you may have the phoenix take the damage in your place, or vise versa, as long as the damage would not drop the other target to 0 hp.
One With the flames
At the 5th level, flame itself sustains you. You are now immune to nonmagical fire but you still take regular damage from magical fire. At level 10 you gain Resistance to magical fire. At level 15 you gain Immunity to magical fire in place of Resistance. You can now EAT fire. Normal food only provides half of the nutritional value it had before. Eating fire requires a flame about the size of a modest campfire to count as a meal.
At 6th level, the Phoenixmancer can call upon their flames to bolster their allies at will. You may use this ability an amount of times equal to your Charisma modifier, regaining all uses upon sunrise. You may choose one of the following effects:
The flames target one visible ally within 30ft, closing their wounds with its heat. The target is healed for 4d4 plus your Charisma modifier.
The flames targets up to 2 allies within 30 ft, lining their physical weapons. Their weapon attacks deal an additional 1d6 fire damage for one minute.
At the 6th level, any creature within 5 ft that hits the Phoenixmancer with a non-reach melee attack takes fire damage equal to your Charisma modifier.
At the 8th level, the Phoenixmancer ages at half the rate a normal member of their race would. For example, a Human would only be considered Middle-aged at 90 instead of Venerable.
Magical Flame Weapons
At the 9th level, the Phoenixmancer learns to apply their flame to their weapon. Your weapon attacks are now considered magical for the purpose of bypassing resistances, and you may use your Charisma modifier instead of your Strength modifier when determining your attack modifier and damage. When you use your Charisma modifier, you may deal radiant damage with your weapon attacks instead of the normal damage type of the weapon.
One day, you look at your phoenix flying and think, why not?
At the 12th level, you are able to manifest two wings of fire and gain flight, and a flying speed of 30 ft.
At 13th level, the Phoenixmancer gains proficiency in Arcana, History, Religion, and one skill of your choice. If you already have proficiency, you instead gain Expertise (allowing for double the proficiency bonus to be applied to that specific skill).
At the 14th level, the Phoenixmancer has advantage on saving throws against spells and magical effects.
At 20th level, you learn to fully control the flames inside you, and can use Soul of the Phoenix as a action. You may use this ability an amount of times per day equal to half your Charisma modifier rounded up (min 1).
Tribal Flames of Purging
At the 3rd level, upon choosing this tribal flame archetype, you may channel your burning soul into righteous holy flames. Once per day, as an bonus action, you may add 2d6 fire damage to all your weapon attacks and spells for 1 hour.
At the 7th level, you gain an unarmored natural flame defense, your AC becomes 10 + your Charisma and Dexterity modifiers when not wearing armor and not using a shield.
At the 10th level, whenever you land an attack that does fire or radiant damage, that target is engulfed in flames that cannot be doused by normal means. This flame can only be put out by magical water, holy water, or purification by death. The flames last up to 1d4 rounds, and the target takes 3 radiant damage at the start of each of its turns.
At 15th level, hostile creatures have disadvantage when making saves against your abilities that deal fire damage and friendly creatures have advantage when making saves against your abilities that deal fire damage.
At the 18th level, when ever you hit with an attack and or a spell against an undead of a CR Equal to half your Phoenixmancer level rounded down, they make a CON Saving throw with a DC equal to your spell DC. On a failed save they are burned away in flames, leaving only ash remains and are considered banished, on a successful save they take radiant damage equal to your Phoenixmancer level. An undead creature with CR equal to more than half your Phoenixmancer makes a CON saving throw, on a fail they take radiant damage equal to Phoenixmancer level, on a pass they take no extra damage. A creature may only be affected by this ability once per day.
Tribal Flames of Purity
At 3rd level, when you pick this archetype, you may add 1d6 to all healing from your spells and abilities. This increases to 1d8 at 10th level.
At the 7th level, when ever you heal using a spell you may also remove a single condition. You also can attempt to cure disease with your healing, not healing any damage not caused by the disease but curing the disease with a successful DC 15 Medicine or DC 15 Arcana check.
At 10th level, whenever a friendly creature would be caught in your fire based spells and need to make a saving throw, they take no damage on a successful save, and half damage on a failed save.
Flames of Rejuvenation
At 15th level, as an action you may generate a field of gentle, soothing warmth a number of times up to your Charisma modifier per long rest. This 10 ft x 10 ft field does not move from where it was cast, and lasts one minute. Any creature in this field regains 1d6 hit points per turn.
Bathe In Sunlight
At 18th level, as an action, you and all allies within 60 ft are bathed in sunlight, radiating from your being. All allied creatures affected by this sunlight are fortified for one hour. You may only use this ability once per day. Each creature under this effect regains hit points equal to 1d8 + your Charisma modifier each round, Darkvision 60 ft, and cannot have disadvantage on an attack if their target is within their vision.
Tribal Flames of Life
At the 3rd level you may bring back one creature from the dead on touch with one full hit die + your Constitution modifier per long rest (the creature regains all of it original stats and memories and abilities and such as it they was before death, this can not bring back a creature who died of old age). You can only perform this ability if their body is intact, or if you have all of the pieces, and as long as they have been dead no longer than a year. Using this ability reduces one of your physical scores (Str, Dex, or Con) by 5 until you complete a long rest, and grants you a level of exhaustion. At the 7th level you may do this twice per long rest At the 10th level you may do this 3 times per long rest At the 15th level you may do this 4 times per long rest At the 18th level you may do this 5 times per long rest
Flames of Blood
At the 7th level, if a friendly creature would die within 30 ft of you they gain advantage on death saving throws OR if they would be killed outright they are now considered unconscious with two death saving throw fails and gain the chance to make death saving throws without advantage.
Soul of Fire
At the 10th level you gain the ability to, once per day as a touch attack using your spellcasting attack modifier, coat a single undead in fire you touch and return it to its rightful life as it was before it turned undead, (a creature turned undead after it had died from old age can not be turned this way and is instead lit on fire for 1d6 rnds). You can only affect undead whose current Hit Points are less than half of yours, with a maximum of 100. Creatures restored to life in this fashion do so with either their current HP or their old Max HP from prior to becoming undead, whichever is lower.
At the 15 level, you may spend one minute to cast Phoenix Life on a creature. The spell lasts until sunrise or its activation. Under the effects of this spell, the next time the creature would die, they may instead return to life with 5d10 hit points. A creature may only have this cast on them once per day. You may only use this ability a number of times equal to half your Charisma modifier rounded down (with a minimum of 1) per long rest.
Phoenixmancer Death Ritual
At the 18th level you can communicate with the spirit of a recent dead and or long off dead. If a spirit is willing and able, and has not been dead for more than 200 years, you may preform a ritual that was similar to the one that made you a Phoenixmancer. For the ritual you must have a set of ritual clothing (of at least 50 gp), a cut of fireproof silk (at least 50 gp), and a portion of the body you with to communicate with. To conduct the ritual you must have blessed a circular area with a radius no smaller than 50 ft by burning and maintaining a massive fire for 24 hours, with you and the portion of the body in the middle of the area. After the first 12 hours have passed you must then lay the portion of the body onto the fireproof silk and keep the flame going for another 12 hours, after which the dead body is returned to life, in a new body if needed, clad in ritual clothing made from the fireproof silk. After conducting this ritual you may not use Phoenixmancer features until you complete a long rest.
Phoenixmancer Spell List
You know all of the spells on the basic Phoenixmancer spell list.
Blade Ward, Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Green-Flame Blade, Guidance, Light, Mending, Produce Flames, Resistance, Sacred Flame, Spare the Dying, True Strike, Word of Radiance, Virtue
- 1st Level
Absorb Elements, Animal Friendship, Bless, Burning Hands, Ceremony, Flaming Orb (Chromatic Orb but only fire damage), Comprehend Languages, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Faerie Fire, Feather Fall, Guiding Bolt, Healing Word, Heroism, Identify, Mage Armor, Magic Missile, Protection from Good and Evil, Purify Food and Drink, Sanctuary, Searing Smite, Shield, Shield of Faith, Speak with Animals, Sense Emotion
- 2nd Level
Aganazzar's Scorcher, Aid, Animal Messenger, Calm Emotion, Augury, Phoenix Blur (treat as Blur), Branding Smite, Continual Flame, Darkvision, Detect Thoughts, Phoenix Fire (treat as dragon breath, but only fire damage), Enhance Ability, Flaming Blade, Flaming Sphere, Gentle Repose, Phoenix Spirit (treat as healing spirit), Heat Metal, Lesser Restoration, Levitate, Magic Weapon, Fiery Self (treat as Mirror Image), Prayer of Healing, Protection from Poison, Pyrotechnics, Scorching Ray, Warding Bond, Zone of Truth
- 3rd Level
Aura of Vitality, Beacon of Hope, Blinding Smite, Blink, Dispel Magic, Clairvoyance, Crusader's Mantle, Daylight, Fly, Fire Elemental Weapon (Elemental Weapon but only fire), Fireball, Flaming Arrows, Glyph of Warding, Haste, Life Transference, Magic Circle, Mass Healing Word, Phoenix Orbs (treat as Melf's Minute Meteors, but they take the form of mini fireballs instead), Protection from Energy, Remove Curse, Revivify, Speak with Dead, Phoenix Guardian (the spirits only appear as phoenix, and replace the necrotic damage with radiant), Tongues
- 4th Level
Aura of Life, Aura of Purity, Banishment, Conjure Minor Elementals (may only conjure fire elementals), Death Ward, Divine Flames (treat as Divination, but you may only talk to the phoenix inside you), Fire Elemental Bane (treat as normal elemental bane but only fire damage may be picked), Fire Shield, Phoenix of Faith (same as guardian of faith but they in the shape of a phoenix and the damage is considered radiant and fire), Sickening Radiance, Wall of Fire
- 5th Level
Banishing Smite, Circle of Power, Fire-Commune (treat as normal Commune but you talk only to the phoenix, or fire related creatures), Conjure Elemental (may only conjure fire elementals), Contact Other Plane, Dawn, Inferno Wave (treat as destructive wave, but replace thunder with fire and only radiant not necrotic), Dispel Evil and Good, Flame Strike, Greater Restoration, Hallow, Holy Weapon, Immolation, Legend Lore, Mass Cure Wounds, Raise Dead, Reincarnation, Skill Empowerment, Ring of Ash (treat as normal teleportation circle), Wall of Light
- 6th Level
Contingency, Return to Ash (treat as normal Disintegrate, but replace the damage type with radiant and it becomes ash not dust), Find the Path, Forbiddance, Guards and Wards, Heal, Hero's Feast, Investiture of Flame, Planar Ally, Primordial Ward, Soul Cage, Sunbeam, True Seeing, Recall of Flames (treat this as normal Word of Recall but only works to the designated area you and your Dm determine, where the ritual was held that made you. it is considered dedicated to the phoenix, Phoenixmancers and you)
- 7th Level
Crown of Stars, Delayed Blast Fireball, Ritual Word (treat as normal divine word), Firestorm, Regenerate, Resurrection, Plane Shift
- 8th Level
Anti-Magic Field, Antipathy/Sympathy, Holy Aura, Illusory Phoenix (same as Illusory Dragon but it is a phoenix shape and only fire damage), Incendiary Cloud, Sunburst
- 9th Level
Foresight, Invulnerability, Mass Heal, Power of Word Heal, Meteor Swarm, Time Stop, True Resurrection
Prerequisites. To qualify for multiclassing into the Phoenixmancer class, you must meet these prerequisites: Charisma or Intelligence 13, Constitution 13, and Dexterity 13. Proficiencies. When you multiclass into the Phoenixmancer class, you gain the following proficiencies: Spellcasting (Phoenixmancer spell list)