The Phoenix Knight

In ancient, and perhaps even current, times there is talk of a mythical bird of flame. A noble creature that embodies the warmth and purity of fire. A creature that they, wrongly, believe to be immortal. That their life force burns bright and hot eternally. They are well intentioned, if not misguided. A Phoenix can die, though it rarely happens, and it is always willingly. Once every few generations, when the sun burns hottest in the sky, a Phoenix chooses a vassal he believes to be worthy. He chooses one tethered to the mortal coil and allows his soul to be joined to him. The chosen one bathes in the ashes of the Phoenix and is gifted with his life force.

Rejuvinating Flames

The soul of the Phoenix within burns pure and hot. Beginning at 3rd level the Phoenix Knight gains an additional use of Second Wind, in addition to that your Second Wind ability will now cause flames to burst out from your body. All creatures in a 5ft radius of the Phoenix Knight must make a Dexterity save or damage equal to the amount healed flame damage on a failed save and half of that on a successful one.

The save DC for Phoenix Knight is 8 + Proficiency Bonus + Constitution Modifier

Comforting Warmth

Beginning at 7th level you the flame of life runs thoroughly through your veins. Warmth roils off your body as you become a symbol of comfort and acceptance. You gain proficiency in the Persuasion skill and may add double your proficiency bonus to Persuasion checks. If you already have the Persuasion skill you may pick any skill that you have not already picked from the Fighter skill list.

Wings Of The Soul

Beginning at 10th level you may extend the flaming wings of the Phoenix Soul within you. When one of your allies within 10ft becomes the single target of a spell or attack that you are aware of you may extend your wing to protect them without using your reaction. When doing this you receive all damage and effects that your ally would. You may use this ability a number of times per day equal 1 + Constitution Modifier (A minimum of once).

All Encompassing Flame

Beginning at 15th level you gain an additional use of Second Wind and when using your Second Wind ability you benefit all allies around you. Your Second Wind ability will now heal all allies in a 30ft radius of you for an equal amount of what you are healed by that use of Second Wind. If this effect would heal your allies more than their maximum hit points they will gain an amount of temporary hit points equal to the remaining amount.

Born From Ash

Beginning at 18th level the Phoenix within you has become fully integrated with you. All healing effects used on you will be doubled and you gain resistance to fire damage. Once every 7 days if you fail all three death saving throws or are killed outright you will automatically come under the effect of the True Resurrection spell 1 hour after death. If you perish twice in 7 days you will not resurrect yourself.

Instead of leaving behind a traditional corpse on death, you instead leave behind a small red egg that is warm to the touch. When the True Ressurection takes effect this egg will hatch in a burst of flame and you will reappear in whatever spot the egg was in. If this egg is destroyed it will turn to ash and you will ressurect after 24 hours where the egg was destroyed instead of 1 hour.