Monk
Base Class: Monk

When you choose this subclass, the Phoenix feather finds you worthy of its powers. Yet youre a mortal, no mortal can stand the primordial flames of a phoenix. and so you lack many. In order to use the abilities of this subclass, your intentions of helping the rold must align with the good. As a message in your head heeds you to journey further and aid many.

Phoenix Flame

When you reach 3rd level, you finally learn how to use the Phoenix's power from the feather you were bestowed. When activating Phoenix Flame the feather is absorbed into you, becoming apart of you for a short duration

At the start of your turn, you may spend 2 focus points to wreath yourself in the primordial flames of the Phoenix for 1 minute. This feature ends early if you end it(no action), have the incapacitated condition, or use this feature again.

For one minute, you gain the following benefits:

Flames of a Phoenix. you gain resistance to either Fire or Radiant damage; you choose when you activate Phoenix Flame. at level 11 you gain resistance to both rather than choosing.
- Additionally, while you have Phoenix Flame active, you lose a number of hit points equal to your proficiency bonus at the start of each turn. You become immune to this when you reach level 11 in the Monk class. You lose immunity to this and instead lose twice as much for the next 24 hours if you had committed an evil act that did not help the good. 

Radiant body. You add your proficiency bonus to the damage rolls of your Unarmed Strikes when you choose the damage option of the Unarmed Strike. This additional damage is either fire damage or radiant damage, your choice when you roll to hit.

Phoenix Strikes. You gain a new attack option that you can use in place of any unarmed strike you make. This special attack is a ranged attack that has the range of 60ft. You are proficient in it, use your Dexterity modifier for both the attack and damage rolls. The damage is fire or radiant(your choice when you hit with this attack), and it's damage die is your Martial arts die. 
- You gain a bonus to this attacks range equal to your Unarmed movement Bonus, as shown on the Unarmed Movement column of the Monk table.
- When you would make an Attack, you can replace it with this special attack.
- Additionally, once on your turn, when you make a Phoenix Strike attack roll against a creature, you may spend a number of focus points equal to half your proficiency bonus, rounded down, If the attack hits, you roll a d4 for each focus point spent and add the number rolled as a bonus to the attack's damage roll. You must declare this before you roll the attack.

Searing Spark

Starting at 6th level, you imprint enemies with the Phoenix's feathers from your attacks. Whenever you hit a creature with an Unarmed Strike or with your Phoenix Strike you leave a Phoenix Feather imprinted on their body. This feather turns to ash at the end of your next turn. If the amount of your feathers on a creature increases to 3, your feathers explode in raze. If you score a critical hit when rolling to hit, you instead imprint two feathers onto the target.

If a creature ever gains 3 of your Feathers from this feature, it explodes. The target creature and creatures within 5 feet of the target take Fire or Radiant damage equal to your proficiency bonus. When your feathers explode in this way, the amount of your feathers on the target creature becomes 0.

Improved Phoenix Strike

When you reach level 6, your Phoenix Strike feature from Phoenix Flame now gains a +1 to both its damage roll and its attack roll. This value increases by 1 at levels 11, 17, and 20. to a maximum of +4.

(Note: you will need to add this bonus manually)

Flames of Freedom

When you reach Level 11 your heat spreads and burns away the restrictions put on you and your allies.

- Whenever you activate your Phoenix Flame, you may spend an additional focus point to activate Flames of Freedom. This feature lasts while Phoenix Flame persists. While active, you and creatures who follow your cause, that are allied with you, that are within 15 feet of you gain the benefits from the spell Freedom of Movement.

Additionally, while Flames of Freedom is active, you can strip away the freedom to move of those who wish to bring harm to good.
 - As a bonus action on your turn, you may spend 1-3 focus points to send an array of explosions in a straight line. Choose a number of points equal to the amount of Focus Points spent on this feature, that you can see, within the range of your Phoenix Strike. An explosion erupts in a 5-foot cube in the areas you had chosen. A creature within the area of this explosion must make a dexterity saving throw against your Monks Focus DC or take 1d6 fire or radiant damage(your choice), be imprinted with a feather, and lose the ability to Dash or Disengage on their next turn. On a successful save, the creature takes no damage and isn't imprinted with a feather. A creature who is immune to the restrained condition automatically succeeds on this saving throw. 

You're unable to activate Flames of Freedom for 24 hours if you committed an evil act that had no intent on helping the good.

Phoenix Rebirth

When you reach level 17, your path as a Phoenix doesn't end, Your Flames may be used to be reborn a new. The immortal bird as they call it.

When you are reduced to 0 hit points, you may reduce yourself to ash as a reaction, leaving a fiery visage of you where you once stood. As this visage begins to spiral flames around them, their heat intensifies. At the same moment you use this reaction you may expend all your remaining Focus Points and move this visage up to 30 feet away from where you had been reduced to ash and cause it to explode. When this visage explodes it creates a 30-foot radius of fire and radiance. Hostile creatures caught in this explosion must make a dexterity save against your Monk's Focus DC. On a failure the creature takes an amount of damage equal to a number of d6's equal to the amount of Focus Points spent, to a max of 20 d6's Half of the d6's deal fire damage, the other half deals radiant damage. They take half as much fire and radiant damage on a success. A creature who is further than 10 feet away from the center of the explosion takes half as much damage. and half of that half on a success.

This explosion spreads around corners and creatures with a fly speed are immune to this feature unless they are within 10 feet of the center of the explosion. 
Additionally, a creature must be resistant or immune to both radiant and fire damage to be considered resistant or immune to the damage of this feature.

Hostile creatures that are within 10 feet of the center of this explosion are imprinted with 2 feathers. Hostile creatures that are not within 10 feet of the center but still take damage instead are imprinted with 1 feather.

At the start of your next turn you appear in the place of where the visage had exploded. When you return you are standing, have half your maximum hit points, and regain 1d10 focus points of the amount spent to use this feature.

Additionally, you may take a Magic Action to reduce your hit points to 0 to use this feature, you are unable to use this action if your reaction is unavailable.

If you use Phoenix Rebirth again before you finish a long rest, you do not return at the start of your next turn and remain a pile of ash until you are brought back by a spell or by any means worthy of the GM.

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