Warlock
Base Class: Warlock

You have made a pact with a Phoenix, one of the most powerful fire elementals.

Burning Bright

Once during each of your turns when you hit with an attack roll, you can deal extra fire damage to the target equal to your proficiency bonus. In addition, starting at 1st level, when you reduce a hostile creature to 0 hit points with fire damage you gain the benefits of having had lesser restoration cast on you.

Expanded Spell List

1st-level Phoenix feature

Phoenix Patron Expanded Spell List

 

Spell lvl  
1st
2nd
3rd
4th
5th
   

 

 

Fire Storm

6th-level Phoenix feature

You begin to take on the characteristics of the phoenix. You now have resistance to fire and poison damage.

In addition, as a bonus action, you can sprout firey wings from your back and give yourself a flying speed of 30 feet that lasts for 10 minutes. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Phoenix Form

Starting at 10th level, as an action, You can expend a spell slot to transform into your phoenix form. All equipment carried, worn or wielded transforms with you.

You can maintain the transformation without concentration for 1 minute, and a total of 1 hour with concentration.

You cannot cast spells while in this form. You keep your Wisdom, Intelligence, and Charisma scores, only changing your Strength, Dexterity, and Constitution to the phoenix form.

You may end the transformation as a free action, and when you reach 0 hit point you turn back into yourself.

Once you use this feature, you can’t use it again until you finish a long rest.

 
 
Large elemental, any alignment
Armor Class 16
Hit Points 126 (12d10 + 60)
Speed 15 ft., fly 60 ft.
STR
18 (+4)
DEX
22 (+6)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Darkvision 60 ft.
Languages Ignan
Challenge 5 (1,800 XP)
 
Proficiency Bonus +3

Fire Form. The Phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The Phoenix sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Water Susceptibility. For every 5 feet the phoenix moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Fiery Death and Rebirth. When your phoenix-form reaches 0 hp, it explodes. Each creature within 30-feet of it must make a Dexterity saving throw using your spell save DC, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried. The explosion destroys the phoenix’s body and you turn back into yourself.

Actions

Multiattack. The phoenix makes two attacks: one with its beak and one with its fiery talons.

Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Fiery Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 6) fire damage.

Fiery Death and Rebirth

14th-level Phoenix feature

Starting at 14th level, your inner fire allows you to channel a phoenix rebirth. When you die, or when you have to make a death saving throw at the start of your turn, you can instead spring back to your feet in an explosion of flames. You regain all of your pact magic slots and all of your hit points maximum, and then you stand up if you so choose. Each creature within 30-feet of you must make a Dexterity saving throw using your spell save DC, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one, and is on fire for 1 minute or until they use an action to extinguish the fire.

This taxes the body enough for you gain 2 levels of exhaustion.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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11/17/2021 8:38:14 AM
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8/7/2022 5:33:33 PM
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