Base Class: Rogue
You have forged a bond with a phoenix, either a hatchling you found and raised or an ancient bird you offered your loyalty and service to. In either manner, the bond you have created with a celestial flame has granted you unique abilities meant to expose those hidden in the shadows, rather than join them. Rogues who find this path use their expertise in stealth and precision to find ideal means to bolster their allies, and expose dark forces that would seek to harm them.
An Emberlade is considerably rare, given the mythical status of the firebird required for such a union, but when one appears, it may spell disaster for monsters hidden in the cloak of shadow, and a hopeful omen for those who seek sanctuary in the light.
Falling Embers
Starting at 3rd level, your precise strikes can release a scattering of deadly embers that burn your foes. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can move up to half your movement speed without provoking opportunity attacks and target up to two other creatures you move within 5 feet of during that time. They must succeed on a Dexterity saving throw (8+proficiency bonus+Dexterity modifier) or take half the number rolled in your Sneak Attack in fire damage.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
Celestial Guidance
Starting at 3rd level, you learn the Guidance cantrip and can cast it using the bonus action granted by your Cunning Action. You may also perform one of the following additional tasks with it:
- You can change the range of the spell from touch to 30 feet.
- You can grant the spell’s bonus to the first damage roll the target makes, instead of an ability check roll.
- You can grant advantage to the next saving throw the target of your guidance spell makes.
Strengthened Spirit
Starting at 9th level, you are immune to the frightened condition. Additionally, you learn the spell Spirit Shroud, and can cast it a number of times equal to our proficiency bonus, and you regain all expended uses when you finish a long rest. When you cast it in this way, you can only deal radiant damage.
Celestial Bane
Starting at 13th level, your ability to expose creatures of darkness has been amplified by the light of your bond. You can now use Guidance against your foes, and can do one of following in place of its benefits:
- You can subtract 1d4 from the creature's next attack and damage roll.
- You can impose disadvantage to the next saving throw the target of your guidance makes.
Undying Flame
Starting at 17th level, you are able to harness the deepest wells of power your bond with the phoenix, and emulate its undying nature when death draws near. When an attack or effect reduces you to 0 hit points or would outright kill you, you emit a burst of holy flame in a 10-foot radius around you. Any creature that is hostile toward you must make a Constitution saving throw. They take 14(4d6) radiant damage and 14(4d6) fire damage or half as much on a success. You then regain a number of hit points equal to the damage dealt to all foes affected by your flames(minimum 1 * the number of creatures affected), and gain resistance to all damage until the beginning of your next turn.
Once you use this feature, you can't do so again until you finish a long rest.
Previous Versions
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9/20/2023 10:20:13 PM
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