Base Class: Fighter
Phoenix Warriors embody divine energy, pulled directly from the healing properties of the phoenix in order to aid their allies in battle. The fiery soul that these skilled fighters possess is unparalleled across the planes.
Phoenix Runes
Starting at 3rd level, dwarven phoenix runes are magically engraved into your weapon of choice in order to channel the fiery power of the phoenix. You know one rune at 3rd level, and you learn more runes of your choice as you gain levels in this class, learning an additional rune at 7th level, 10th level, 15th level, and 18th level. These runes become engraved into your weapon of choice when you learn them, and you can engrave them onto a different weapon over the course of one hour spent in meditation.
You have a pool of rune charges that equals 1 + your Constitution modifier. You must expend a rune charge to activate a phoenix rune, and you can only activate runes that you know. You regain any expended rune charges when you finish a long rest. You cannot have two of the same rune engraved at once on the same weapon. Some of your runes may require an enemy creature to make a saving throw. When this is the case, the DC for the saving throw equals 8 + your proficiency bonus + your Constitution modifier. The following runes are available to you to be learned:
- Flaming Feather: When you hit a creature for the first time on your turn with a weapon for which you have the flaming feather rune engraved, you can activate this rune to add 1d8 fire damage to the total damage of the attack. This damage increases as you gain levels in this class, becoming 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level.
- Health-Bringer: When you activate your Second Wind feature while holding a weapon for which you have the health-bringer rune engraved, you can activate this rune to regain 1d10 more hit points. When you do so, you can also choose to grant another creature within 10 feet of you a number of hit points equal to 1d10 + your fighter level. The number of creatures that can gain the additional healing increases as you gain levels in this class, becoming two other creatures at 5th level, three other creatures at 10th level, and four other creatures at 15th level.
- Rising Rush: As an action, you can activate this rune to create a blast of fire that rises in the shape of a phoenix at a point within 120 feet of you. Any creatures within 10 feet of the point you choose must make a Dexterity saving throw. On a failed save a creature takes 2d8 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and is otherwise unaffected. This damage increases as you gain levels in this class, becoming 5d8 at 10th level, and 8d8 at 20th level.
- Sweeping Talons: When you hit a creature for the first time on your turn with a weapon that has the Two-Handed or Heavy properties and the sweeping talons rune engraved, you can activate this rune to deal 1d8 fire damage to one creature within 5 feet of your original target. At 10th level, the fire damage dealt to the second creature becomes 2d8.
- Restoration: As an action, you can activate this rune to heal an allied creature within 120 feet of you. When you do so, the creature heals 1d8 + your Constitution modifier hit points. The amount of healing dice you roll increases as you gain levels in this class, becoming 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level.
Flaming Feather
When you hit a creature for the first time on your turn with a weapon for which you have the flaming feather rune engraved, you can activate this rune to add 1d8 fire damage to the total damage of the attack. This damage increases as you gain levels in this class, becoming 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level.
Health-Bringer
When you activate your Second Wind feature while holding a weapon for which you have the health-bringer rune engraved, you can activate this rune to regain 1d10 more hit points. When you do so, you can also choose to grant another creature within 10 feet of you a number of hit points equal to 1d10 + your fighter level. The number of creatures that can gain the additional healing increases as you gain levels in this class, becoming two other creatures at 5th level, three other creatures at 10th level, and four other creatures at 15th level.
Restoration
As an action, you can activate this rune to heal an allied creature within 120 feet of you. When you do so, the creature heals 1d8 + your Constitution modifier hit points. The amount of healing dice you roll increases as you gain levels in this class, becoming 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level.
Rising Rush
As an action, you can activate this rune to create a blast of fire that rises in the shape of a phoenix at a point within 120 feet of you. Any creatures within 10 feet of the point you choose must make a Dexterity saving throw. On a failed save a creature takes 2d8 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and is otherwise unaffected. This damage increases as you gain levels in this class, becoming 5d8 at 10th level, and 8d8 at 20th level.
Sweeping Talons
When you hit a creature for the first time on your turn with a weapon that has the Two-Handed or Heavy properties and the sweeping talons rune engraved, you can activate this rune to deal 1d8 fire damage to one creature within 5 feet of your original target. At 10th level, the fire damage dealt to the second creature becomes 2d8.
Legend's Wings
Starting at 7th level, you gain the legendary wings of the phoenix. As a bonus action, you can manifest your wings, which grant you a flying speed of 60 feet for a duration of 10 minutes. When these wings are manifested and you hit a creature with an attack, you deal an additional 1d4 fire damage to the creature.
Once you have manifested these wings, you cannot do so again until you finish a long rest.
Blue Heat
At 10th level, your soul begins to burn even hotter. You gain immunity to fire damage and resistance to cold damage.
Swift Firestorm
Starting at 15th level, when you use your Action Surge feature to take the Attack action, you can make an additional attack. If this attack hits, it is a critical hit and all of its damage is considered to be fire damage.
Once you have done so, you cannot do so again until you finish a long rest.
Phoenix Whirlwind
At 18th level, the swift abilities of the phoenix are granted to you. When you fail a Dexterity saving throw, you can choose to succeed instead.
You can do so a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.
Previous Versions
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