Fighter
Base Class: Fighter

Ignite your spirit, and your enemies along with it. A Phoenix Blade is a fighter with the grace and favor of a primordial phoenix from the Fire plane. They battle their enemies wreathed in flame with senses and reflexes far surpassing their usual self at the cost of burning through their spirits. It is a lost way of fighting to most and very few who still practice its methods remain.

As a Phoenix Blade, you may have earned the favor or blessing of a phoenix either directly or indirectly, or you may have studied the old ways through esoteric texts.

Burning Soul

3rd-level Phoenix Blade feature

You harbor the very essence of flame within you. This energy is represented by your Embers.

Embers. You have a number of these embers equal to twice your proficiency bonus, and they fuel various phoenix blade techniques you have, which are detailed below. You can use Embers while Burning Soul is active. Your embers have a damage dice associated with them that are used in certain abilities starting at 1d6.

You can’t use a power if it requires you to use an ember when they are all expended. You regain all your expended Embers when you finish a long rest. In addition, as a bonus action, you can regain one expended Ember, but you can’t do so again until you finish a short or long rest.

Ember Saving Throws. Some of your Ember techniques require the target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Ember save DC. 8 + your proficiency bonus + your Constitution modifier.

Burning Soul.  As a bonus action you summon forth the burning might of a phoenix within yourself, setting you ablaze while granting you abilities. You immediately take damage equal to one Ember dice and begin emitting a bright light in a 20 ft radius and a dim light of an additional 20 ft. Your movement speed increases by an additional 10 ft. At the start of each of your turns, each creature within a 5 ft radius of you takes fire damage equal to 1 dice size smaller than your ember dice(1d6 ember dice = 1d4 aura damage etc). You take half that damage which cannot be reduced in any way and you take this damage even if there are no creatures within 5 ft of you. The radius of this aura increases to 10 ft when you reach level 11 in this class. You can use this feature a number of times equal to your Constitution modifier and you regain uses of of this feature at the end of a long rest.

When you reach certain levels in this class, the size of your Ember damage dice increases: at 5th level (d8), 11th level(d10), and 17th level (d12). The powers below use your Embers.

Flaming Deflection. When you are about to be hit by an attack, you can use a reaction to expend one Ember add your proficiency modifier to your AC for that attack. Whether the attack hits or misses, if the creature was within 10 ft of you, it takes damage equal to one Ember dice. You take the same.

Blinding Light. When you take the attack action on your turn, you can replace one of your attacks to expend an Ember to burn as bright as a blazing sun. Creatures of your choice within a 20 ft radius centered on you must make a Constitution saving throw. On a failed save, they are blinded for 1 minute. At the end of their turns, the creatures can make a Constitution saving throw to end the effects early. You take damage equal to one Ember dice.

Blazing Strike. Immediately after you hit a target with a weapon attack, you can expend one Ember to channel your burning spirit into your weapon to do additional fire damage equal to two Ember dice plus your Constitution modifier. You take damage equal to one Ember dice.

 

Fiery Prowess

7th-level Phoenix Blade feature 

You gain further mastery over your phoenix techniques and can adopt new techniques while using Burning Soul

Ignition Step. As a bonus action, you ignite your melee weapon and hurl it at blinding speed towards a target you can see within 30 ft of you. You disappear in a flicker of flame and appear in an unoccupied space within 5 ft of your target with your weapon in hand. All creatures within 5 ft around your initial location and destination must make a Dexterity saving throw. On a failed save, take 2d6 fire damage or half as much on success. Additionally when you would take the attack action on your turn, you can replace one of your attacks with this feature. When used this way, you may make a melee weapon attack against a creature within range of your destination, this attack does additional damage equal to one Ember dice. Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend 1 Ember dice and take damage equal to the same. You can expend more Ember to increase the damage dealt by the teleport as well as the damage dealt by the weapon attack and damage taken. For each Ember beyond 2, the damage increases by 1d6 for the teleport and by 1 Ember dice for the weapon attack and damage taken.

Blazing Crescent. As an action, expend 3 Embers and swing a melee weapon in a wide arc in front of you. All creatures in a 20 ft cone in front of you must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature takes 6d6 fire damage or half as much on a success. You take damage equal to 2d6 that cannot be reduced in any way. If a creature is reduced to zero hit points using this technique, gain temporary hit points equal to your class level plus your Constitution modifier. You can choose to expend more Ember to empower this technique. For each Ember expended beyond 3, the damage dealt and taken is increased.

Aspect of Flame

10th-level Phoenix Blade feature

The might of the phoenix has further enhanced your body and soul. You have resistance to fire damage. Additionally, when you use your Burning Soul feature, you gain flame wreathed feathery wings that grant you a flying speed equal to your walking speed. You can also use your Burning Soul feature for 10 minutes at a time now.

Parting Flame

15th-level Phoenix Blade feature

Parting Flame. When you are under half hit points, you can choose to drop to zero hit points. When you are reduced to zero hit points, as a reaction you can erupt in a violent burst of flame in a 30 ft sphere around you while shielding and emboldening your allies. You can choose to expend additional ember to empower this ability. Creatures that you choose within the radius must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, they take 8d8 plus 1d8 for each Ember expended fire damage or half as much on success. Allied creatures of your choice(upto your constitution modifier) in the area are healed for 3d8 plus 1d8 for each Ember expended and gain temporary hit points equal to your class level + Constitution modifier. Using this feature causes you to take one failed death saving throw immediately.

Once you use this feature, you can not do so again until you finish a long rest.

You can cast the cure wounds spell as an action. You can cast this spell this way a number of times equal to your Constitution modifier. 

 

Dance of the Phoenix

18th-level Phoenix Blade feature

You have mastered the lost techniques of the phoenix. While Burning Soul is active, you are immune to fire damage and you no longer take Ember damage at the start of your turns.

Dance of the Phoenix. As an action, you begin moving at an extremely fast pace and become near impossible to see. You make a number of weapon attacks equal to twice the attacks you would normally make(6 at level 18, 8 at level 20) on creatures of your choice in a 30 ft cube you choose within 60 ft of you. As you deliver each strike you disappear in flickers of flame as you pass through the fire plane and reappear to make each attack, provoking no attacks of opportunity, you are emboldened by the primordial flames and each weapon attack does an additional 1d12 fire damage. You take one Ember dice damage for each attack. You may choose the same creature for multiple attacks. You appear in an unoccupied space within 5 ft of the creature you made your last attack against.

Once you use this feature, you can not do so again until you finish a long rest, unless you expend 6 Ember.

 

 

 

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