Phoenixmancer, Variant 3 (5e Class)

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Phoenixmancer[edit]

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[edit]

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.


Phoenix Magic[edit]

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[edit]

Quick Build

You can make an Phoenixmancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.

Class Features

As a Phoenixmancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Phoenixmancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Phoenixmancer level after 1st

Proficiencies

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.

Equipment

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.

Table: The Phoenixmancer

Level Proficiency
Bonus
Cantrips Known Spells Known Soul of the Phoenix Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 2 1d10 Soul of the Phoenix, Flames of Rebirth, Spellcasting 2
2nd +2 2 3 2d10 Singe the Wound 3
3rd +2 2 4 3d10 Phoenixmancer Archetype, Obtain Phoenix 4 2
4th +2 3 5 4d10 Ability Score Improvement, One Body 4 3
5th +3 3 6 5d10 One With the Flames 4 3 2
6th +3 3 7 6d10 Bolstering Flame, Flaming Aura 4 3 3
7th +3 3 8 7d10 Tribal Flame Feature, Purity of Flame 4 3 3 1
8th +3 3 9 8d10 Ability Score Improvement, Ageless Life 4 3 3 2
9th +4 3 10 9d10 Magical Flame Weapon 4 3 3 3 1
10th +4 4 11 10d10 Tribal Flame Feature, Soul of the Phoenix (20 ft) 4 3 3 3 2
11th +4 4 12 11d10 4 3 3 3 2 1
12th +4 4 13 12d10 Ability Score Improvement, Radiant Flight 4 3 3 3 2 1
13th +5 4 14 13d10 Ancient Sense 4 3 3 3 2 1 1
14th +5 4 15 14d10 Magical Resistance 4 3 3 3 2 1 1
15th +5 4 16 15d10 Tribal Flame Feature, Soul of the Phoenix (30 ft) 4 3 3 3 2 1 1 1
16th +5 4 17 16d10 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 18 17d10 4 3 3 3 2 1 1 1 1
18th +6 4 19 18d10 Tribal Flame feature 4 3 3 3 3 1 1 1 1
19th +6 4 20 19d10 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 21 20d10 Burning Soul 4 3 3 3 3 2 2 1 1

Soul of the Phoenix[edit]

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 20 ft. At 15th, the range increases again up to 30 ft.

Flames of Rebirth[edit]

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 after 1d4 days 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.

Spellcasting[edit]

You may pick spells and cantrips from the Wizard or Sorcerer Spell list.

Cantrips

At 1st level, you know two Cantrips of your choice from the Wizard or Sorcerer. You learn an additional 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 Wizard or Sorcerer 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 Wizard or Sorcerer 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 Spells.

Singe the Wound[edit]

At 2nd level, you have a 10 feet aura of fire (this increase to 20 feet at level 8 and 30 feet at level 16). Any ally that enters the aura and finishes its turn, regains 1d8 hitpoints (this increases to 2d8 at level 8 and 3d10 at level 16). Any enemys that enters the aura and finishes its turn, take 1d6 + CHA fire damage (this increases to 2d6 at level 8 and 3d8 at level 16).

Phoenixmancer Archetype[edit]

Starting at 3rd level, you choose an archetype. You can choose between the Tribal Flames of Purging, Tribal Flames of Purity and the Tribal Flames of Life. Your choice grant you features at 3rd level, and again at 7th, 15th and 18th levels.

Obtain Phoenix[edit]

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. The Phoenix shares the Phoenixmancer's ability scores. summoning the phoenix is a bonus action. If was to die or vanish you must wait until the next sunrise to summon it back.

Size
Small
HP
1d8 x Phoenixmancer's level.
Armor Class
12 + DEX + CHA
Speed
15 ft., 30 ft. flying
Saving Throws
CON, CHA
Proficiencies
Nature, Survival, Perception
Immunities
Fire, Diseases, Charm
Resistances
Cold
Senses
Darkvision, 60ft
Language
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 2d8 fire damage. At 10th, the damage increases to 2d10, and again at 15th to 3d10.
Healing Flame
If the phoenix ends its turn on the Phoenixmancer, you regain 1d10 + CHA hitpoints, if it ends on an ally, he regains 1d8 hitpoints.
Illumination
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.
COMBAT

The Phoenix takes its turn immediately after the Phoenixmancer. If the Phoenixmancer is in egg form or unconscious, the Phoenix defends the egg until it hatches.

Swipe
Melee Weapon Attack. + CHA to hit, 5ft, one target. Hit: 2d8 slashing, 1d10 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 2d6 fire damage each, and half as much on a successful save. Additionally, on a failed save, the target burns for 5 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[edit]

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.

One Body[edit]

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[edit]

At the 5th level you gain Resistance to magical fire. At level 10 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 that restores HP equal to your Charisma modifier x 5 + the size of the fire. When you are targeted by a damaging ability or spell, as a reaction, you can absorb fire, reducing the damage by your CHA modifier + Phoenixmancer`s level x 5 and restoring half of the damage you absorbed as HP

Bolstering Flame[edit]

At 6th level, the Phoenixmancer, as a action, 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 6d8 plus your Charisma modifier.
  • The flames targets up to 2 allies within 30 ft, lining their physical weapons. Their weapon attacks deal an additional 2d8 fire damage for one minute.

Flaming Aura[edit]

At the 6th level, any creature within 5 ft that hits the Phoenixmancer with a non-reach melee attack takes 1d12 + Charisma modifier fire damage.

Purity of Flame[edit]

At the 7th level, when you deal fire damage to a creature other than yourself, you ignore fire resistance and treat fire immunity as if it were fire resistance.

Ageless Life[edit]

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[edit]

At the 9th level, you can create Weapons out of Phoenixflame that use Charisma instead of strength or dexterity. with this feature, you can create two weapons: a longbow and a Longsword. both deal an extra 2d8 fire damage on a hit. you can summon and unsummon said weapons as a bonus action.

Radiant Flight[edit]

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 40 ft.

Ancient Sense[edit]

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).

Incubated Rebuff[edit]

At the 14th level, as an action you can retreat into your egg to heal some of your injuries. You remain in your egg for 1d4 rounds, during which you use the same rules as if you had died. at the end of the last round, you regain a spell slots of a total level equal to your character level, and you may spend hit dice up to your charisma modifier and heal equal to the amount rolled. After this, you emerge from your egg, and may act again. You can only do this once per long rest.

Burning Soul[edit]

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[edit]

Holy Flames[edit]

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 2d8 fire damage to all your weapon attacks and spells for 1 hour.

Flaming Defense[edit]

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.

Engulfing Flames[edit]

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 1d10 radiant damage at the start of each of its turns.

Cleansing Flame[edit]

At 15th level, you may expend another spell slot of the same level to empower the fire of your magic. hostile creatures have disadvantage when making saves against this spell, while friendly creatures have advantage.

Purging Fire[edit]

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 x 2, on a pass they take no extra damage. A creature may only be affected by this ability once per day.

Tribal Flames of Purity[edit]

Healing flames[edit]

At 3rd level, when you pick this archetype, you may add 1d12 to all support and healing from your spells and abilities. This increases to 3d8 at 10th level.

Purifying Fire[edit]

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.

Directed Flames[edit]

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[edit]

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 excluding undead in this field regains 2d6 hit points per turn. Undead takes 2d6 radiant damage.

Bathe In Sunlight[edit]

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 2d8 + 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[edit]

Phoenix Feathers[edit]

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[edit]

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.

Soul of Fire[edit]

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 rounds, taking 2d10 fire damage each round.). 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.

Phoenix Life[edit]

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 10d10 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[edit]

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.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Phoenixmancer class, you must meet these prerequisites: Charisma and Dexterity 14.

Proficiencies. When you multiclass into the Phoenixmancer class, you gain the following proficiencies: Shortswords, Scimitars, Rapiers, Whips, Longbows.

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