Phoenix Knight (5e Class)

Phoenix Knight

You have the power of the phoenix.

Phoenix Knight

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 causeing the enimies 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

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

LevelProficiency
Bonus
EmbersFeatures
1st+2-Fighting Style, Phoenix Soul
2nd+22Embers, Fiery Death and Rebirth
3rd+23Phoenix Knight Archetype
4th+24Ability Score Improvement
5th+35Extra Attack
6th+36Phoenix Aura
7th+37Flame Absorption, Archetype Feature
8th+38Ability Score Improvement
9th+49Phoenix Wings
10th+410Archetype Feature
11th+411Extra Attack (2)
12th+412Ability Score Improvement
13th+513Indomitable (1)
14th+514Brave Heart
15th+515Archetype Feature
16th+516Ability Score Improvement
17th+617Indomitable (2)
18th+618Archetype Feature
19th+619Ability Score Improvement
20th+620Phoenix form, Phoenix immortality

Fighting Style

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.


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 Soul

Due to the power of the phoenix now coursing through your body you are now resistant to fire.

Spellcasting Ability

Constitution is the spellcasting ability for your phoenix knight features, since the fuel for your flames relies on your stamina, and vital force. You use your Constitution modifier when setting the saving throw DC for a phoenix knight feature you cast. Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Fiery Death and Rebirth

At level 2 When you are reduced to 0 hit points, you can spend 2 embers. You are instead reduced to 1 hit point, and your body releases flames in all directions. Any creature within 10 feet of you must make a Dexterity saving throw. On a fail the creature takes 2d6 fire damage, or half as much on a success. This Ability increases to 3d6 at 6th level, 4d6 at 12th level, and 5d6 of damage at 18th level.

Embers

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 feature that has duration, you can spend 1 ember to extend its duration  by one round.

•Fan the Flames

When you use a feature that has a casting time of 1 action, you can spend 2 embers to change the casting time to 1 bonus action for this casting.

•Stoke the Flames

When you roll fire or cold 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 of that feature (rounded up) + 1, and use it one more time.


Phoenix Archetypes

choose one of the following archetypes at level 3.

Sun Phoenix

Listed at the end of the class features is subclass features

Moon Phoenix

Listed at the end of the class features is the subclass features

Extra attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Phoenix Aura

At level 6, as an action, creatures within 10ft of you must make an intimidation check. On a fail the creature becomes frightened of you. You gain advantage on any attack you make against creatures frightened this way. This lasts till the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can’t use this feature again until you finish a short or long rest.

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. As normal, you can't increase an ability score above 20 using this feature.

Flame Absorption

Beginning at 7th level, the magic from your flames restores your form. When you cast a phoenix knight feature that includes a fire damage roll, you can use your reaction to gain hit points equal to 1d10 + half you level. If your health is full, convert any extra points into temporary hit points.

Phoenix Wings

When you reach level 9, as a bonus action, phoenix wings sprout out of your back and give you 40 feet flying speed and hover. Your Phoenix wings last until the end of your next turn. You can use this a number of times equal to your constitution modifier, and need to take a long rest to regain all uses.

Indomitable

Beginning at 13th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature Two times between long rests starting at 17th level.

Brave Heart

At 14th 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 Immortality

At level 20 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, dealind 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 burst into flames, from which you are reborn. This ability replaces damaged or missing organs and limbs.

Phoenix Form

At level 20 you beacome a phoenix avatar at will, it lasts untill the end of your next next two turns. 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 descretion). You gain the following benefits:(Stacks with Ablaze)

• Wings sprout out from your back giving you flying speed of 40ft and hover.

• Your fire breath, fire rain and fire vortex deal an additional 2d6 damage.

• Your feet turn into talons that deal 2d6 + Dexterity mod fire damage and are considered melee weapon attacks.

• Your melee weapon does an extra 1d6 fire damage and its enveloped in fire.

• 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.

• If you die in this form your explosive death is increased to 5d8 fire damage and the distance is increased to 20ft of you. You can only use this ability once a day and need to take a long rest to recover.

Phoenix Archetypes

choose one of the following archetypes at level 3.

Sun Phoenix

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

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 gain the following benefits:

• Any weapon that lacks the heavy property does an extra 1d6 fire damage, this damage becomes 2d6 at level 9.

• Once on each turn, when a creature within 5ft of you damages you, you can deal fire damage to it equal to 1d6.

• 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 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. A creature takes 3d6 + 1d8 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 You conjure up a cloud of 40 foot cubes or 20 by 60 feet in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw. 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 drys 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 Breath

At level 15 Your fire breath grows in damage and it turns into sun flames. It now deals radiant damage, and does an extra 2d6 + 2d8 damage. You can use this feature two times. You regain 1 use with a short rest and all uses with a long rest.

Fire Vortex

At level 18 you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose within 30 feet of you must make a Dexterity saving throw, or be caught in the vortex. On a failed save, creatures take 10d6 fire damage + 4d8 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

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

Ice Smash

At level 3, you can channel frost powers into your fist. If you attack an enemy with this attack, they must roll a Strength saving throw or be knocked backwards 10 feet and take 2d6 cold damage and 1d6 bludgeoning damage. If used on the ground, ice shards shoot out of the ground in a 10 feet radius and deal 3d6 cold damage and 1d6 piercing damage. On a successful strength saving throw, the enemy takes 1d6 cold damage and 1d6 piercing damage. You must finish a short or long rest after using this feature to use it again.

Cold Grasp

At level 7 you can now Conjure a hand completely made of ice. Any creatures you use this on must make a dexterity saving throw of 15 or take 3d6 cold damage. When you grab a creature if they fail they are frozen and must roll strength checks of 15 to brake free of the ice. If a fail they cannot escape and must wait till their next turn. If you touch any object with this active the object is instantly completely frozen if touched before it has time to thaw they will take 3d6 cold damage. You are able to pick up any object that is no more then double your strength. You are able to throw the object up to 100 feet. If an enemy is hit with said object, based on the object, determines the type of bludgeiong damage it does. If you touch a wall using this ability you are able to pull yourelf to the wall. you can only reach as far as your speed allows you to walk. when you touch the wall wile this is activated in a 15 foot radius only on the wall is frozen, if the wall is touched by another creature they will take 3d6 cold damage. You can only use once a day. Must complete short or long rest before using again.

Ice wall

At level 10 You can create a 15 foot tall, 15 foot wide (length), 5 foot thick wall of ice. You can only use this once a day. Must complete a long or short rest before using again.

Mirror Frost

At level 15 your able to create 1 mirror image of yourself that looks identical to you in every way. The amount of clones you can make increses to 2 at level 17 and 3 at level 18. Should the enemy attack a clone, if it dies it turns into three homing ice shards. The enemy must roll a dexterity saving throw of 15 or gain 3d6 of cold damage. These ice clones have the same health as you but have a 10 ac and attack on your turn and attack with watever weapon you are whielding. You can only use once a day. Must complete a long rest before using again.

Absolute Zero

At Level 18 you can summon one one point up to 125 feet away, each creature within a 20 feet radius. Must roll a constitutaion saving throw of 15 or take 8d6 cold damage and can not move till their next turn as they are covered in ice and need to thwaw out. Any enemy that is frozen must wait 4 of their turns to thaw out. that is frozen when attacked, the attacker, gets advantage on attack rolls. Any frozen enemy Can use only once a day. Must complete long rest before useing again.

Multiclassing


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.



Back to Main Page 5e Homebrew Classes

gollark: That's *a* bad thing, but special casing is just where you bodge in support for one specific situation instead of a general solution.
gollark: No it doesn't.
gollark: It hides dark secrets.
gollark: https://elm-lang.org
gollark: Well, it's nice and functional, and the core library is nice.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.