Fighter
Base Class: Fighter

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.

Channel The flames

You are able to channel the flames that grow on you into a few different effects. You are able to use this skill a number of times equal to your proficiency bonus, you gain all uses again when you finish a short or long rest.

Ablaze

-At 3rd level you are able to channel Phoenix fire into your weapon to deal additional damage. You can use your bonus action to ignite your weapon, dealing an additional 1d4 fire damage on a melee attack. This flame will remain lit for one minute or until you end the effect with another bonus action. While lit, your weapon emits three meters of bright light and an additional ten meters of dim light. This damage will increase as you level up in this class: at level 7 it becomes 1d6, at level 10 it becomes 1d8, at level 15 it becomes 1d10, and at level 18 it becomes 1d12.

- You are also covered in a cloak of flames that allows you to deal fire damage when a creature makes its first attack of the turn, and only the first attack of the turn. This damage will increase as you level up in this class: 1d4 at 3rd level, 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and at 18th level it becomes 1d12.

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Fire explosion

At level 7, as a standard action, you breathe fire in a 30-foot cone or a 30-foot-diameter area that separates from you. When you use your blast, each creature in the area must make a DC 8 Dexterity saving throw + proficiency bonus + con modifier. A creature takes 4 years of fire damage on a failed saving throw, or half a success.

The skill's damage progresses according to the character's level being 4d6 at 7th level, 6d6 at 10th level, 8d6 at 15th level, and 10d6 at 18th level.

Rain of fire

At level 10 as a standard action, you summon a 30-foot by 30-foot cloud in front of you. Orange star-like embers begin to fall from this cloud, any creature below it must make a DC 8 Dexterity saving throw + proficiency bonus + con modifier. It takes 6d6 fire damage on a failed saving throw, or half damage on a successful one. The area ignites and the ground dries up and cracks, becoming rough terrain. This area remains lit for one minute or until the fire is extinguished by magical means. Once per turn, any creature in the affected area takes 2d6 fire damage. This skill can be used up to 30 feet from the user.

Skill damage progresses with class level being 6d6 at 10th level, 8d6 at 15th level, 10d6 at 18th level.

 

Fire Vortex

At level 15 as an action, you can create a vortex made of layers of roaring flames around you. Any number of creatures you choose within 30 feet of you must make a DC 8 Dexterity saving throw + proficiency bonus + con modifier, or you will be caught in the vortex. On a failed saving throw, the creatures take 8d6 fire damage, and you can choose to pull them up to 15 feet towards you or push them up to 15 feet directly away from you. On a successful saving throw, the creatures take half damage and don't move.

Ability damage progresses with class level being 8d6 at 15th level and 10d6 at 18th level.

 

Phoenix Soul

The phoenix's power now runs through your body.

You gain fire resistance

Phoenix Wings

You are now able to create flaming wings that allow you to fly.

When you reach level 7, as a bonus action, phoenix wings sprout from your back and give you 40 feet of flying speed and buoyancy. Your Phoenix Wings last equal to your Constitution score. Its wings are 3 meters and deal damage to all creatures that are in the area of the sides using the character as a point of origin, the wings can be used as a natural attack and deal fire damage equal to the current progression of the ablaze skill.

Wing size progresses according to class level being 3 meters at level 7; 4.5 meters at level 10; 6 meters at level 15 and 7.5 meters at level 18.

Improved Phoenix Soul

Now you've managed to absorb Phoenix's soul almost completely.

You gain Immunity to fire

Sunfire Rebirth

Your flames can now be compared to the flames of the sun.

You can choose between fire or radiant damage when using any of the Phoenix Knight's abilities.

Fiery Death and Rebirth

When you drop to 0 hp, you instead release a burst of flame as you rise back to an upright position and are restored to hit points equal to your fighter level. All creatures within 10 yards of you must make a Dexterity Saving Throw (DC = 8 + your Constitution modifier + your Proficiency bonus). Creatures that fail the saving throw take 10d6 fire damage, and those that succeed take half damage.

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