Blue Phoenix (5e Class)

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Blue Phoenix[edit]

As an high ranking officer shoots the wanted man, he notices the man still standing and laughing. In a moment, the man sprout blue flaming wings, and delivers a kick in the officer, making him fall to his death.

The Flame That Heals[edit]

Creatures born with the Blue Phoenix ability have been granted the ability to embody the mythical powers of the phoenix.

Creating a Blue Phoenix[edit]

Tori_Tori_no_Mi%2C_Model_Phoenix_Infobox.png
A Blue Phoenix human using his powers, [1]

Think about how you got your phoenix powers, did you eat a special fruit who gave you this power? Have you been injected artificially by another source? Or have you instead been forced to become this by someone?

Quick Build

You can make a Blue Phoenix quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.

Class Features

As a Blue Phoenix you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: None
Tools: Herbalism Kit
Saving Throws: Dexterity, Constitution
Skills: Choose 3 between the following: Athletics, Acrobatics, History, Insight, Medicine, Nature, Persuasion, Survival

Equipment

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

  • 1 Simple Weapon
  • (a) Priest's Pack or (b) Explorer's Pack
  • Herbalism Kit

Table: The Blue Phoenix

Level Proficiency
Bonus
Phoenix Strike Phoenix Transformation uses Features Phoenix Die
1st +2 1d4 1 + your con Phoenix Form, Phoenix Strike, Healing Fire -
2nd +2 1d4 1 + your con Phoenix Techniques, Immortal Phoenix 2
3rd +2 2d4 1 + your con Phoenix Focus 2
4th +2 2d4 1 + your con Ability Score Improvement 2
5th +3 3d4 2 + your con Extra Attack 3
6th +3 3d4 2 + your con Phoenix Focus feature 3
7th +3 4d4 2 + your con Mythical Strikes 3
8th +3 4d4 2 + your con Ability Score Improvement 4
9th +4 5d4 3 + your con Phoenix Focus feature 4
10th +4 5d4 3 + your con Phoenix Definitive Heal 4
11th +4 6d4 3 + your con Endurance 5
12th +4 6d4 3 + your con Ability Score Improvement 5
13th +5 7d4 4 + your con Phoenix Focus feature 5
14th +5 7d4 4 + your con Fire Protection 6
15th +5 8d4 4 + your con Refined Body 6
16th +5 8d4 4 + your con Ability Score Improvement 6
17th +6 9d4 5 + your con Phoenix Focus feaure 7
18th +6 9d4 5 + your con 7
19th +6 10d4 5 + your con Ability Score Improvement 8
20th +6 10d4 6 + your con 8

Phoenix Form[edit]

Starting at 1st level, you can transform yourself in the mythical bird of legend, the Phoenix. Due to this power, you have been granted resistance to fire and radiant damage. In addition, you must choose which form you are going to assume, hybrid or full, you can see the benifits of both down bellow:

Hybrid Form

You become only half phoenix, gaining less benefits in exchange for not suffering the aftereffects of transforming into your full form.
Increased Phisical Power. You will gain a +3 to your Strength, Dexterity and Constitution score.
Enhanced Phoenix Strike. Due to now having phoenix parts active, your phoenix strike can now be used in a attack action instead of needing to spend a bonus action to use it. Additionally, any projectile you generate will be increased by 2 times the normal number of projectiles you can generate.
Phoenix Wings. You will gain flying speed equal to your movement speed.
Fire Body. Your resistance against fire and radiant damage will now become an immunity.

When you enter the hybrid state, you will gain some natural weapons of the Phoenix.
Phoenix Claws. You will receive sharp claws that will slash through your targets, they deal 1d4 + Dexterity Slashing damage + Your phoenix strike fire damage.
Phoenix Wings Storm(Recharge 5-6). As you fly high into the sky, you can use your wings to generate a gust of wind against your enemies. As an action, you can make everyone in a 15ft. cone to make a Dexterity saving throw, on a failure they take 2d4 + your Dexterity modifier force damage and are knocked prone. On a sucess, they take half damage and are not knocked prone.

For each five levels you gain in this class, your damage dice with your Natural Weapons increases by 1. (EX: 2d6>3d6)

You can leave your hybrid form as a bonus action.


Full Form

You embody the form of the Phoenix, gaining an immense increase in power in exchange of suffering consequences at the end of the form.

Phoenix Body. Your body will be surrounded by blue flames as you become a majestic bird. Your size increases to large.

Increased Phisical Power. You will gain a +4 to your Strength, Dexterity and Constitution score.
True Phoenix Strikes. Your new form has made using your phoenix strikes a lot easier, increasing their damage die by one tier, their range will now be 30ft., and you may use them in a attack action. Additionally, any projectile you generate will be increased by 3 times the normal number of projectiles you can generate.
Phoenix Wings. You have gained majestic wings used to fly high in the sky, you will gain 60 ft of flying speed.
Born in Flames. Any fire or radiant damage you receive will deal no damage to you, but will also make you regain hit points equal to half the damage dealt.

You will also gain natural weapons that can be used to crush your foes, which are the following:
Phoenix Claws. You will receive sharp claws that will slash through your targets, they deal 1d6 + Dexterity Slashing damage + Your phoenix strike fire damage. On a hit, the target must make a Strength saving throw, on a failure they are grappled by your claws, which makes you unable to use them while you have the creature grappled. On a sucess, the creature is not grappled.
Phoenix Beak. Your beak is not only for beauty, you can make an attack roll against someone within 5ft. of you, on a hit dealing 1d8 bludgeoning damage + your phoenix strike fire damage.
Phoenix Wings Storm(Recharge 5-6). As you fly high into the sky, you can use your wings to generate a gust of wind against your enemies. As an action, you can make everyone in a 15ft. cone to make a Dexterity saving throw, on a failure they take 2d6 + your Dexterity modifier force damage and are knocked prone. On a sucess, they take half damage and are not knocked prone.

For each five levels you gain in this class, your damage dice with your Natural Weapons increases by 1. (EX: 2d6>3d6)

You can leave your full phoenix form as a bonus action, gaining one level of exhaustion due to the strain it grants on your body.


You have a number of uses to both forms equal to your Constitution modifier, regaining their use after a long rest.

Some of your phoenix features requires a saving throw, the DC is calculated as follows:
Blue Phoenix Save DC: 8 + Your proficiency bonus + Your Dexterity modifier
Blue Phoenix attack roll: Your proficiency bonus + your Dexterity modifier

Phoenix Strike[edit]

Starting at 1st level, you have learned how to use a small amount of phoenix power without transforming. As a bonus action, you may make an attack against a creature within 5ft of you using your Dexterity modifier. On a hit you deal 1d4 + your Dexterity modifier fire damage. The amount of damage you deal with your phoenix strikes increases as you gain levels in this class, as shown in the phoenix table.

Healing Fire[edit]

Starting at 1st level, your fire will burn the toughest of foes, but will also warn and heal your allies. Whenever you deal fire damage, you can choose creatures that received that fire damage to instead regain hit points equal to the damage rolled. Your allies will also not suffer any of the effects your features may cause.

Phoenix Techniques[edit]

Starting at 2nd level, your extended amount of training with your powers has made you develop your very own techniques. You will gain phoenix techniques equal to your proficiency bonus, and may change 1 of your know techniques by other at the end of a long rest. These techniques are fueled by a phoenix die, which is a d4. You will start with 2 phoenix die, increasing it's amount as you level in this class.

Your Phoenix die increases it's value to a d6 at 6th level, and to a d8 at 12th level.

Immortal Phoenix[edit]

At 2nd level, your body is aways regenerating due to your phoenix powers. As a reaction to an attack hiting you, you can roll your phoenix strike and regain hit points equal to the number rolled. Beggining at 9th level, you will now aways regain hit points equal to your phoenix strike at the beggining of your turns.

Phoenix Focus[edit]

At 3rd level, you chose a phoenix focus. Choose between Battle Phoenix or Phoenix Savior, both detailed at the end of the class description. Your choice grants you features at 3rd, and again at 6th, 9th, 13th and 17th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Mythical Strikes[edit]

At 7th level, you have grown closer to what a being a phoenix truly is, gaining more and more of it's powers. Any fire damage dealt by your Blue Phoenix features, will now overcome resistances but not immunities. At 14th level, you have finally mastered this power, being able to overcome even immunities.

Phoenix Definitive Heal[edit]

Starting at 10th level, your flames can cure even the deepest and ugliest wounds. When a creature regains hit points by one of your phoenix features, they may receive the amount rolled in the dice no matter if they have received necrotic damage, or something is trying to reduce your healing ability.

Endurance[edit]

Starting at 11th level, your body has gotten stronger with the uses of your phoenix powers. Whenever you make a Constitution saving throw, if you fail you will take half damage, and if you suceed you will take no damage.

In addition, you will receive advantage in saving throws against poison and disease.

Fire Protection[edit]

Starting at 14th level, your forms will now grant more resistance than they used to. Whenever you enter your hibrid form, you will gain temporary hit points equal to your level times 5. Whenever you enter your full form though, this bonus is now multiplied by 10 instead of 5.

Refined Body[edit]

Starting at 15th level, your Phoenix powers have made wonders on your body. Your maximum life span is becomes undefined, leaving your youthful appearance, and you become immune to poison and disease.

In addition, due to your experience you may choose one saving throw to gain proficiency in.

Techniques[edit]

Fire Wheel

As an action you can spend 1 Phoenix Die to give a deadly spin 15ft around you, making every creature in that area need to make a Dexterity saving throw, on a failure they take your phoenix strike damage, on a sucess they take half damage.

Phoenix Tackle

While in Full Phoenix form, as an action you can spend 1 Phoenix Die to give a charging attack against a creature within range. Your next melee attack will gain a bonus equal to your phoenix die, and will also knock the target 15ft back.

Blue Bolts

As an action by spending 1 Phoenix die, you can launch fire bolts from your hands equal to your proficiency bonus in one or more targets within 120 ft. On a hit, they deal 1d10 + your phoenix strike fire damage.

Fire Tornado

Requires 3rd level
While on Full Phoenix form, as an action you can spend 1 Phoenix Die to make quick spins in a 10ft circle around you, creating a powerfull tornado that makes every creature within the range make a Strength saving throw against your Phoenix DC. On a failure, they are knocked up in 15ft above the ground and will take 4d6 fire damage, on a sucess they are not knocked up and take half damage.

Phoenix Cannon

Requires 3rd level


Fujiazami

Requires 6th level
When you an ally is targeted by an attack, while on half or full phoenix form you may spend 2 Phoenix Die as areaction to move up to your walking or flying speed and create a flame vortex defending the ally from the attack. The attack damage will be reduced by your Phoenix strike die + the Phoenix Die rolled, and on a total reduction the attack will dissipate. You take the remaining attack damage in case you cannot reduce the damage to 0.

Blue Fireball

Requires 6th level
You can gather your phoenix energy and create a massive fireball to burn your opponents. As an action while in full form, you choose a point whithin 120fts. and launch a a fire ball, making everyone in a 20ft circle of that point make a dexterity saving throw. On a failure they take 8d6 fire damage, on a sucess they take half.

Phoenix Focuses[edit]

Battle Phoenix[edit]

The battle phoenix focuses on giving deadly attacks with their techniques to destroy their enemies.

Phoenix Battle

Starting at 3rd level, you have been training with your phoenix abilities to become a better combatant. You will now have as many techniques equal to twice your proficiency bonus, and you will receive two extra Phoenix Die.

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Phoenix Savior[edit]

The Phoenix Savior focus around healing your allies and protecting them from attacks.

Continuous Flames

When you take this focus at 3rd level, your regenerative powers are constantly active, spreading around your allies. At the beggining of your turns while in one of your forms you will grant all allied creatures within 5 times your Constitution modifier in feet, you will make them regain Hit Points equal to a phoenix strike die.

I Am The Cure

Starting at 6th level, your flames have grown to a new level of healing power. When you heal a creature with your flames (Continuous Flames does not count for this feature), you can also end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

At 13th level, you can also remove the petrified and exhausted condition.

Lasting Heal

Beggining at 9th level, whenever you heal a creature they will feel revigorated and ready to fight. When you make a creature regain hit points by using one of your features, the creature will gain 5 temporary hit points times your Blue Phoenix level. You may do this once per creature, being able to do it again after a long rest.

Protected of the Phoenix

Starting at 13th level, those who are revigorated from your flames will be protected by the phoenix. Whenever you grant someone temporary hit points through the lasting heal feature, the creature will gain resistance to radiant and fire damage.

Phoenix Awakening[edit]

Your phoenix power is something even gods might tremble to face it, but you can grow stronger than you ever imagined it. Whenever you are reduced to 0 hit points, and each time you do a death save, you must roll a Constitution saving throw DC 30. This DC decreases by 1 for each level in the Blue Phoenix class you have. If while you are still knocked unconscious you pass this saving throw 3 times (It doesn't need to be in a row), you will awaken the ancient powers of the Phoenix, getting back up with your maximum hit points restored.

When you awaken, you will gain the following benefits:

  • All of your scores increase by 8 permanently.
  • Your score maximum is increased to 30.
  • Your movement speed will double.
  • Half of your maximum Hit Points will be added to your maximum hit points.
  • Your hit dice will increase by one tier.
  • All of your phoenix features will have their range doubled, and will roll one additional dice of damage.
  • When you heal with any of your features, the amount will aways be doubled.
  • You may add your proficiency bonus to hit dice rolls, and death saving throws.

In addition, you will gain extra features listed down bellow.

From the Ashes[edit]

Starting at your 1st awakened level, death means nothing for you, since you aways come back. Whenever you die or are reduced to 0 hit points, a huge explosion of blue flames happens in 30 ft. around you, forcing every hostile creature to make a Dexterity saving throw. On a failure, they take your Phoenix strike damage and are pushed back 10fts., on a sucess they take half damage and are not pushed. Allied creatures within the range are healed instead.

You may use this feature a number of times equal to your Constitution modifier.

Faster Healing[edit]

Starting at your 2nd awakened level, your body has been improved to a new level. When you take a short rest, you may gain the benefits of a long rest. In addition, you require half as much food and water to sustain yourself.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blue Phoenix class, you must meet these prerequisites: Eating a Phoenix-Phoenix Fruit.

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