Fighter
Base Class: Fighter

When a like-minded creature with an intense burning determination or passion. Awakens the eye of supreme being they spontaneously erupting in a pillar of twisting flames. Burning everything in 20ft. around the person. The result often ends up incinerating people or (10d8) fire damage and burning uncontrollably things to the ground. Upon the demise of the creature, it resurrected anew within the flames and be anointed with powers granted to them by the Supreme Phoenix. When ready the creature walks out from the inferno naked and unharmed from the flames being knighted by the supreme phoenix being by its will. Changing the appearance of the creature when activating their phoenix powers, turning their hair and eye color a bright crimson red or orangish color. The Red Phoenix Knight is free to roam the world to do as they wish, whether to fix the world or see it burn to be raised anew. Twisted logic both seem to go hand in hand to a red phoenix knight.

Force Combative Measure

The Red Phoenix Knight is able to use both hands with dex based weapons that allow you to add half your STR modifier to the damage or with weapons that don't have the heavy, two-handed, or versatile function. Giving you 1 extra damage die to the weapon and use it in the matter needed by choosing the method of damage either to be Slashing, Piercing, or Bludgeoning. Weapons that can be thrown also have this benefit. When you successfully break a grapple you can choose a damage type without using an action to the creature that is grappling you.

The Red Phoenix Knight is able to use Str based weapons to elegantly maneuver their weapon to land a devastating strike on their enemies by adding half their DEX modifier to their STR Weapon To Hit die. If the combine roll is 20, the roll is considered a natural 20.

Heated Aura of a Phoenix

Red Phoenix Knight activates a scorching aura that lasts for an hour or until ended with any type of action. The aura does 1d4 fire damage to enemies within a 30ft. radius at the start of the Red Phoenix Knight's turn. All enemies must make a Con Save of the red phoenix knight's DC=16+Con Mod if successfully save enemy takes no damage, for 1 minute, if critically failed the damage is updated to the Heat Metal spell on that target. The aura can be activated with a reaction and deactivated with a bonus action. If the Red Phoenix Knight has Flame Charges. The knight can use the flame charges to add 1d4 per flame charge to the aura damage. Once charges have been added to the Aura no more new charges can be added while the aura is currently activated. During winter-like environments of below freezing. The aura's damage is halved and with a con check, DC=16 and another check every hour the red phoenix knight can maintain the aura until the concentration is broken. Warming up creatures to be unaffected by harsh cold weather and gain resistance to cold damage while within the aura's radius.

*The aura can only be used a maximum of 3 times a day but only once after a short rest.* (Gaining the two extra uses at the 10th level, and 13th level)

Master of drawing flames

You are able to draw from and control any flames including magical flames that you can see from an area with an Action, by rolling 1d10. The number rolled is the number of charges gathered and store by pulling the flames to your hand or weapon through pyrokinesis to unleash any fire spell that deals fire damage up to the 6th level with a bonus action. These charges fade away after 5 days if unused. The number of charges you can store is 1 charge every two levels of the red phoenix knight subclass. You can not receive more charges pass your maximum allowed. If your charges are all filled you can not draw in any more flame charges.

In order to cast a fire spell, the charges must equal the level of the spell that is being cast. ie: 2 charges are needed to cast a level 2 fire spell, 3 charges for level 3, etc, etc.

 

Summon Phoenix Familiar

Phoenix Familiar: You Summon a medium-size phoenix to assist and fight like a spiritual weapon. The Red phoenix Knight can command it with a bonus action, but the Phoenix has it's own freedom of movement and attacks. Both Phoenix and Phoenix Knight share a telepathic bond to communicate with each other up to miles equal to the red phoenix knight's con modifier.

AC: 18  Speed: 30ft., Fly: 120ft.

STR: 16 (+3), DEX: 20 (+5), CON: 20 (+5), INT: 12 (+1), WIS: 16 (+3), CHA: 18 (+4)

HP: 90 (5d20+50) Size: Meduim

Actions

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

Beak. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) 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: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) fire damage.

Abilities and Traits

Fiery Death and Rebirth. When the poenix dies, it explodes. Each creature within 60 ft. of it must make a DC 18 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much 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 leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches with a new phoenix.

Fire Form. The phoenix fly speed is doubled and can move through a space as narrow as 1 inch wide without squeezing. Any creature that with in the phoenix flight line of 10ft. or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix 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. With a touch, the phoenix can also ignite flammable objects that aren’t worn or carried (no action required).

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

Illumination. The phoenix sheds bright light in a 60 ft. radius and dim light for an additional 30 ft.

Reincarnation Wakes.

A Red Phoenix Knight is still very much dangerous even when laid low with each successful saving death roll the body pulse a nova 50ft out from the body dealing 5d12 Force Damage + Knockback of 5 ft. Creatures must roll DEX save DC=19 if successful only take half damage. When all 3 successful death saves are made you are healed by rolling your maximum HP dice. Can only use this ability once-per-week

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