Monk
Base Class: Monk

In this sacred tradition of the Warrior of the Phoenix monks attune their ki to embody the spirit of the legendary phoenix. As they harness the power of fire and the vitality of their own life force, these practitioners become living embodiments of rebirth and renewal. Within monasteries that impart this ancient martial art, the phoenix is revered as a symbol of enlightenment and immortality. It is believed that through the disciplined pursuit of this path, monks can achieve a transcendent state, akin to the eternal cycle of rebirth experienced by the mythical phoenix.

Disciple of the Phoenix

3rd-level Warrior of the Phoenix feature

Attuned to the spirit of a phoenix, your connection to the immortal soul grants you resistance against flames and preserved vitality. You gain resistance to fire damage and your hit point maximum cannot be lowered.

Phoenix Arts

3rd-level Warrior of the Phoenix feature

You gain access to Phoenix Arts which are similar spells except fuelled by your own spirit instead of the weave, hence they cannot be dispelled by dispel magic nor can they be counterspelled or repressed by an antimagic field and unless otherwise stated verbal and material components are not required. The DC for your Phoenix Arts is equal to 8 plus your proficiency bonus plus your Wisdom modifier. As you begin your training you are able to choose 2 of the arts available to you to master, you can exchange one of your choice for another each time you level up in this class until you reach 17th level at which point you can change the arts you use on a long or short rest. Additionally, you learn the [Tooltip Not Found] cantrip, you can cast it once per turn in place of an unarmed strike and like with the Phoenix Arts it does not count as magic for the purposes of being dispelled, counterspelled or suppressed by an antimagic field.

Each turn you can choose one option from your Phoenix Arts feature to use and then you cannot use another option or use the same option again until the start of your next turn. Some Phoenix Arts mimic spells that require concentration, these Phoenix Arts also require concentration in the same way.

The number of Phoenix Arts you can master increases when you reach certain levels in this class, increasing to 4 at 6th level, 6 at 11th level and 8 at 17th level. At each of these levels you also gain more Phoenix Arts that you can master.

Assault of the Phoenix

6th-level Warrior of the Phoenix feature

You can spend 4 Discipline Points to cast scorching ray. When you cast the spell in this way, each ray does additional damage equal to your Wisdom modifier.

Blessing of the Phoenix

11th-level Warrior of the Phoenix feature

You can spend 6 Discipline Points to cast revivify. When you cast the spell in this way, you may target a creature that has died at any point within the last 24 hours, even a creature that has died of old age, and they are restored to the prime of their life, all diseases the creature had are cured and missing body parts it had are regenerated (though they still return to life with only 1 hit point).

You must provide the material components of the revivify spell to use this Phoenix art.

Breath of the Phoenix

3rd-level Warrior of the Phoenix feature

You can spend 2 Discipline Points to cast burning hands. When you cast the spell in this way you may breath the fire instead of spewing it from your hands and, instead of taking an action to cast, it you can cast it in place of an unarmed strike on your turn.

Discipline of the Phoenix

6th-level Warrior of the Phoenix feature

You can spend 4 Discipline Points to cast the flame blade spell. When you cast the spell in this way, you can make an attack with the flame blade in place of one of one of your unarmed strikes on your turn instead of as an action, whilst the spell last.

Down of the Phoenix

3rd-level Warrior of the Phoenix feature

You can spend 2 Discipline Points to cast mage armor. When you cast the spell in this way you can still add your Wisdom modifier to your AC as if you were using Unarmored Defense.

Embrace of the Phoenix

17th-level Warrior of the Phoenix feature

You can spend 8 Discipline Points to cast wall of fire. When you cast the spell in this way you and creatures you choose at the time of casting are immune to the damage from this spell.

Eye of the Phoenix

3rd-level Warrior of the Phoenix feature

You can spend 2 Discipline Points to cast hunter's mark. When you cast the spell in this way your target takes additional fire damage equal to your Wisdom modifier when you hit them with an unarmed strike or monk weapon attack.

Protection of the Phoenix

3rd-level Warrior of the Phoenix feature

You can spend 2 Discipline Points to cast shield. When you cast the spell in this way, if you used it to protect yourself from an melee attack, the creature that attempted to strike you take fire damage equal to your Wisdom modifier.

Shape of the Phoenix

17th-level Warrior of the Phoenix feature

You can spend 8 Discipline Points to cast polymorph. When you cast the spell in this way, you must cast it on yourself and instead of turning into a beast of your choice you turn into a fire elemental in the shape of a phoenix with a fly speed equal to its regular movement speed.

Soul of the Phoenix

6th-level Warrior of the Phoenix feature

You can spend 4 Discipline Points to cast enhance ability on yourself. When you cast the spell in this way, for the duration your other phoenix arts each require 1 less Discipline Point to cast.

Speed of the Phoenix

11th-level Warrior of the Phoenix feature

You can spend 6 Discipline Points to cast Haste on yourself. When you cast the spell in this way you can do so as a bonus action.

Talons of the Phoenix

3rd-level Warrior of the Phoenix feature

You can spend 2 Discipline Points to cast hellish rebuke. When you cast the spell in this way you can move an amount of feet equal to your movement as part of the same reaction.

Visage of the Phoenix

6th-level Warrior of the Phoenix feature

You can spend 4 Discipline Points to cast flaming sphere. When you cast the spell in this way, the sphere is instead in the shape of a phoenix, instead of moving along the ground it can float in space and when you move it with your bonus action you can move it up to 60 feet.

Vitality of the Phoenix

6th-level Warrior of the Phoenix feature

You can spend 4 Discipline Points to cast aid. When you cast the spell in this way, the creatures you give additional hit points to also gain fire resistance for the duration.

Ward of the Phoenix

17th-level Warrior of the Phoenix feature

You can spend 8 Discipline Points to cast Fire shield. When you cast the spell in this way you must use the warm shield option but you gain resistance to both cold and fire damage.

Wings of the Phoenix

11th-level Warrior of the Phoenix feature

You can spend 6 Discipline Points to cast fly. When you cast the spell in this way, you gain fiery wings that emit bright light 10 feet around you and dim light a further 10 feet, you do not provoke opportunity attacks and when you move to within 5 feet of a creature they take fire damage equal to your Wisdom modifier (a creature can only receive this damage once per turn).

Wrath of the Phoenix

11th-level Warrior of the Phoenix feature

You can spend 6 Discipline Points to cast fireball. When you cast the spell in this way, instead of taking an action to cast it, you can cast it in place of an unarmed strike on your turn.

Spirit Drain

6th-level Warrior of the Phoenix feature

When you reduce a hostile creature to 0 hit points, you can use your reaction to regain Discipline Points equal to your Wisdom modifier (minimum of 1). This surge of energy comes from your mastery over your own life force allowing you to consume a life force that is fading.

Once you use this feature, you must finish a short or long rest before you can use it again.

Phoenix's Vigilance

11th-level Warrior of the Phoenix feature

Overloaded with vitality, you effortlessly split your focus among all aspects of the battlefield. The phoenix's lifeforce flowing within you grants you the ability to take one additional reaction each round, though you cannot use a reaction more than once per turn.

Mighty Rebirth

17th-level Warrior of the Phoenix feature

If you die the effects of the fireball take place centred on yourself (using the same spell save DC as you use for your Phoenix Arts), you are then immediately brought back to life with half your maximum hit points and Discipline Points and a flying speed equal to your walking speed then you can take another turn immediately. The flying speed last for one hour. You also gain immunity to fire damage permanently starting from when first use this feature.

Once you use this feature you cannot use it again for 1d10 days.

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