Way of the Phoenix (5e Subclass)

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Design Note: This Subclass is based on the Way of the Elementalist (Fire), which in turn is based on the Sun Soul. The changes reflect an attempt to make this subclass more combat effective. As well as an attempt to line up the practical effects of a fire monk.

Way of the Phoenix[edit]

Monk Subclass

A half-elf in chains lets loose a river of flame from his mouth as he makes his escape from the Orc War Camp.

A halfing marches to the frontline of battle, casually tosses a half eaten apple over her shoulder, and cracks a lightning bolt at the opposing commander.

A human runs across the city walls with the religious artifact in their hands and the entirety of the city guard after them. As they approach the edge, the human takes a big leap over the wall and transforms into the risen Phoenix and flies away to safety.

The Way of the Phoenix transforms a monk into a vessel of the Risen Phoenix. Whether by studies, Divine gift, or dumb luck, you can bend fire seemingly at will. Using the powers of the Phoenix, you can grow powerful enough to save the world or destroy it.

Mark of the Phoenix

Starting at 3rd level, you have learned how to extend your Ki past your limbs. You may do any of the following:

  • Use an action to generate a flame in your hand that emits bright light in a radius of 10 feet and dim light for an additional 10 feet that lasts for 10 minutes or until you dismiss it as an action. This flame will light flammable objects, materials, and items. Physical conditions such as lack of oxygen or surrounded by water will render fire useless.
  • Cast the control flames cantrip, or spend 1 Ki to cast the absorb elements spell (against fire damage only).
  • Make a ranged spell attack against a creature within 30 feet of you as part of the Attack action. The attack deals fire damage equal to your Martial Arts damage and increases as you gain monk levels as shown in the Martial Arts column of the Monk table. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action like you would for Flurry of Blows.
Fist of the Phoenix

Starting at 3rd level, you have learned the ability to extend your ki slightly farther during your strikes. When you make an unarmed attack on your turn, you can choose to increase your melee attack range by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits, you can spend 1 ki point to deal an extra 1d10 fire damage. You may spend additional ki points, up to the maximum number allowed for your level, to increase the amount of fire damage dealt by this discipline by an extra 1d10 per ki point spent.

Hail of the Phoenix

Starting at 6th level, you have learned to extend your Ki out of your body without forcing it through your limbs, instead using your breath. Immediately after you take the Attack action on your turn, you can spend 2 ki points to exhale a breath weapon as a bonus action. Each creature in a 15 foot cone must make a Dexterity saving throw or suffer 3d6 fire damage and be knocked prone (half as much on a successful save and is not knocked prone). The fire you exhale also ignites any flammable objects in the area that aren't being worn or carried.

You can spend additional ki points to strengthen the heat of this fire. Each additional ki point you spend increases the fire's damage by 1d6. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (rounded down).

Vision of the Phoenix

Starting at 6th level, you gain the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the phoenix make your darkvision unusual: everything you see in darkness is in a shade of red

Spark of the Phoenix

Starting at 11th level, you gain the ability to separate the energies within yourself that would normally become fire to instead become lightning. As an action, you may create a line of lightning 100 feet long and 5 feet wide. Creatures in that line must make a Dexterity saving throw or suffer 2d8 Lightning Damage.

You can increase the line's damage by spending ki points. Each additional point you spend, up to a maximum of 3, increases the damage by 2d8. Creatures not targeted but within 5ft of a Creature, damaged by this saving throw, must make a Dexterity saving throw themselves. If failed then the creature takes the damage dealt to the targeted creature. If successful then no damage.

Absorb elements can now be used against lightning damage as well as fire.

Flight of the Phoenix

When you reach 17th level, you have learned how to become one with the fire inside yourself. By spending 6 Ki points, you may cast the investiture of flame spell. For the duration, you gain a flight speed equal to your movement speed. Once you do so, you cannot use this feature again until you finish a long rest and restoke your fire.


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