Base Class: Paladin
The Oath of Rebirth was first taken by those who lived beside fiery volcanoes that would frequently erupt with incredible violence, only to fill the land with the seeds of rebirth, rejuvenating the soil around. Paladins who follow such an oath are often similarly fierce at heart but warm and kind all the same. They can be found testing their mettle and might in the most violent of battles and healing the wounded with that same vigor soon after.
Tenets of Rebirth
The specific principles of rebirth are often forged anew for the land a paladin resides in, but all who follow this oath share common threads.
- Rage like the Volcano. Emotions are not to be hidden. If you see injustice, where life is forfeit, rise up with volcanic anger to right the wrong.
- Heal the Earth. Once emotions have been cooled, be the balm that soothes people's wounds.
- Listen to the World. The earth knows best how roots entwine with it. Listen to nature and those who live closely among its elements.
Oath Spells
You gain Oath spells at the paladin levels listed.
| Paladin Level | Spells |
| 3rd | Burning Hands, Earth Tremor |
| 5th | Maximilian's Earthen Grasp, Gentle Repose |
| 9th | Erupting Earth, Plant Growth |
| 13th | Stone Shape, Conjure Minor Elementals |
| 17th | Reincarnate, Wall of Stone |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Pyroclastic Flow. You can use your Channel Divinity to create a surge of hot gas and volcanic debris. As an action, you extend your hand, and each creature in a 20 ft. cone must make a Constitution saving throw. A creature takes fire damage equal to 2d8 + your paladin level on a failure, and half as much on a success. The vapor descends quickly, causing creatures of your choice that move into that area for the first time before the end of your next turn to regain hit points equal to half your paladin level.
Control Elemental. As an action, you target one elemental creature you can see within 30 ft. of you. The target must make a Wisdom saving throw - on a failure, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An elemental whose challenge rating is equal to or greater than your paladin level is immune to this effect.
Volcanic Aura
At 7th level, you emanate the rage or the tranquility of the volcano around you. When you finish a long rest, choose one of the auras granted by this class feature - while you aren't Incapacitated, you emanate your chosen aura continuously out to 10 ft. A creature is only affected by this aura while it is on the ground.
As an action, you can expend a spell slot of 1st level or higher to change the aura you are emanating. When you reach 18th level in this class, the range of this aura increases to 30 ft.
Aura of Eruption
Creatures of your choice within range take fire damage equal to your proficiency bonus when they start their turn in this aura.
Aura of Fertile Soil
You and creatures of your choice within range of your aura ignore difficult terrain while walking on solid ground. In addition, when a creature starts its turn in this aura, you can cause it to regain a number of hit points up to your proficiency bonus, subtracting from your pool of hit points from your Lay on Hands feature.
Trial by Fire
At 15th level, when you are hit by an attack that deals bludgeoning or fire damage, you may use your reaction to gain resistance to the triggering attack. When you do so, as part of the same reaction, you can make a melee or ranged spell attack against a creature within 60 ft. of you - on a hit, you deal fire or bludgeoning damage (your choice) equal to 2d8 + your Charisma modifier.
In addition, you take no damage from walking on top of or being submerged in lava.
One With Rock and Flame
At 20th level, your affinity with the roiling earth beneath you grants you the power to force others to undergo its trials. As a bonus action, you gain the following benefits for 1 minute:
- The area around you appears as a boiling volcano, constantly heating and cooling. Both of your auras are active, and you can choose creatures to be affected by one aura, both, or neither.
- As a bonus action, you can cause the ground beneath you to surge, forcing a creature to undergo a trial by fire - choose a creature within 30 ft., which immediately takes 10 fire damage. That creature must then make a Charisma saving throw - on a failure, the creature has disadvantage on all saving throws until the start of your next turn. On a success, you can cause molten rock to cool around them, granting the creature 20 temporary hit points.
Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a 5th level spell slot to do so again.
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