Phoenix Knight (5e Class)
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You have the power of the phoenix.
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.
As a Phoenix Knight you gain the following class features.
- Hit Points
Armor: All armor and Shields
Weapons: Simple & Martial weapons
Saving Throws: Strength, Constitution
Skills: Choose Two from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival
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
|1st||+2||-||Fighting Style, Phoenix Soul|
|3rd||+2||3||Phoenix Knight Archetype|
|4th||+2||4||Ability Score Improvement|
|7th||+3||7||Flame Absorption, Archetype Feature|
|8th||+3||8||Ability Score Improvement|
|11th||+4||11||Extra Attack (2)|
|12th||+4||12||Ability Score Improvement|
|16th||+5||16||Ability Score Improvement|
|17th||+6||17||Fiery Death and Rebirth|
|19th||+6||19||Ability Score Improvement|
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.
Due to the power of the phoenix now coursing through your body you are now resistant to fire.
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.
•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.
choose one of the following archetypes at level 3.
Listed at the end of the class features is subclass features
Listed at the end of the class features is the subclass features
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.
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.
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. This Ability can only be used once every long or short rest.
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.
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.
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.
Fiery Death and Rebirth
At level 17 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.
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.
choose one of the following archetypes at level 3.
As a sun phoenix you gain radiant flames to scorch your oponents.
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 can choose two of the following benefits:
• Your weapon will deal 1d4 fire damage, this damage becomes 2d4 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 1d4.
• 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 As an action 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 dc 8 + proficancy bonus + con modifier. A creature takes 3d6 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 As an action you conjure up a 30 by 30 foot cloud in front of you. Orange, star-like embers start to fall from this cloud, any creature under it must make a Dexterity saving throw dc 8 + proficancy bonus + con modifier. 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 Rebirth
At level 15 You may choose between fire or radiant damage ro all sun pheonix abilities.
- Fire Vortex
At level 18 As an action you can create a vortex made up of sheets of roaring flames centered around you. Any number of creatures you choose equal to your con modifier within 30 feet of you must make a Dexterity saving throw dc 8 + proficancy bonus + con modifier, or be caught in the vortex. On a failed save, creatures take 10d6 or 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.
Once you become a moon phoenix knight your flames become ice cold.
- Dusk's Embrace
At level 3, you can channel frost powers into your weapon. If you attack an enemy with this attack, they must roll a Strength saving throw dc 8 + proficancy bonus + con modifier or be frozen untill your next turn and take 2d6 cold 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.
- Umbral Grasp
At level 7, you shoot our a wave of frost in a 25 ft line, and any creature caught within that line must make a Dexterity Saving Throw dc 8 + proficancy bonus + con modifier or take 3d6 Cold Damage and their movement is reduced by 10ft, half on save. If a target is caught at the end of the range, they must also make a Constitution Saving throw dc 8 + proficancy bonus + con modifier or be Stunned. You may also blink to any empty square at any point within that 25ft line. Once you blink, the grasp immediately ends. You can use this ability once every short or long rest.
- Moonlight's Talons
At level 10 when you successfully hit with this ability you render an enemies reactions useless untill there next turn.
- Nights last kiss
At level 15 when a foe is slayn by you, you may take a raction to them to come back to life as an ally untill your next turn, the revived creature must attack the nearest enemy, on the end of its turn any creatures within a 10 foot radius must take 6d6 cold damage. You may use this ability equal to your constitution modifier
At Level 18 each creature within a 15 feet radius of you must roll a constitution save dc 8 + proficancy bonus + con modifier or take 1d6 cold damage and be stunned for one minute. They may reroll there saves on there turns, when the target is hit with a meelee attack or cold damage they take and extra 2d6 cold damage, on a succesful save they are not stunned but their movement speed is halfed for one round. You may use this ability again after a long rest.
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.