Fighter
Base Class: Fighter

The Blazing Phoenix is a fighter subclass that embodies the ferocity and power of the legendary phoenix. Warriors who follow this path harness the fiery energy of the mythical bird, unleashing devastating attacks that scorch their enemies. However, wielding such intense power comes with a price, as the Blazing Phoenix must endure the flames of their own abilities.

Phoenix Fury

You gain proficiency in the Acrobatics skill, reflecting your agile combat style. Additionally, when you take this subclass at 3rd level, you gain the ability to channel the fiery essence of the phoenix into your attacks. As a bonus action on your turn, you can ignite your weapon, causing it to flare with intense flames until the end of your turn. Your weapon attacks deal an additional 1d6 fire damage while ignited.

Phoenix Flare

At level 7, you learn to unleash a devastating charge attack reminiscent of a flaming meteor. On your turn, you may use your action to make a Phoenix Flare attack.

When you do so, you leap into the air and twist your body, soaring back down with the ferocity and heat of a meteor. You leap to an unoccupied space you can see within 10 feet of you, causing a burst of fire when you impact the ground. You may not move farther than your maximum movement speed per round. Every creature within a 10 foot radius of where you landed must make a Dexterity saving throw. On a failed save, they take 2d6 fire damage and 2d6 bludgeoning damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. When you make this attack, you take half of the bludgeoning damage dealt as your reckless attack takes its toll on your body.

Blazing Resilience

At level 10, your connection to the phoenix grants you resilience against fire and heat. You gain resistance to fire damage. Additionally, when you take fire damage, you can use your reaction to absorb some of the flames, reducing the damage taken after applying your resistance by an amount equal to your fighter level plus your Constitution modifier.

Searing Sky

At level 15, as an action, you can leap 15 feet into the air, then make a high-speed dive towards a target within 30 feet of you. The target must make a Dexterity saving throw. On a failed save, they take 8d6 bludgeoning damage plus 4d6 fire damage. On a successful save, they take half damage.

After using Searing Sky, you suffer from the recoil, taking half of the total damage dealt to the target (rounded down) as fire damage.

Phoenix Ascension

At level 18, you achieve the pinnacle of your connection to the phoenix, gaining the ability to temporarily transcend your mortal limits. Once per long rest, you can enter a state of Phoenix Ascension as a bonus action. While in Phoenix Ascension, you gain the following benefits for 1 minute:

  • Your weapon attacks deal an additional 1d10 fire damage.
  • You have advantage on Dexterity saving throws.
  • Your movement speed increases by 10 ft.
  • You can use Phoenix Flare and Searing Sky each once per turn in replacement of one of your attacks per action rather than an entire action.
  • After Phoenix Ascension ends, you gain 3 levels of exhaustion as the fiery energy leaves your body drained. Additionally, your maximum hit points are reduced by an amount equal to your fighter level for 24 hours, representing the toll that channeling such intense power takes on your body.
 
 
 

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