Base Class: Paladin
Paladins who take up the Oath of the Phoenix serve no one other than the beliefs they hold. Phoenix Paladins or Oathsworn are commonly picked up by Elves and Half-Elves alike. Rarely will you see another race taking up the Oath of the Phoenix. Oathsworn live a life of solitude rarely seen and often act on their own initiative whether its acting as intermediaries in political or military conflict or as commanders to lords and kings to those that can afford them, only to leave once they feel it is time to move on.
Devotion. Devotion to yourself and your cause. Oathsworn are among the most devout paladins any adventurer will meet, often mistaken as Saint's.
Sacrifice. Sacrifice whatever is necessary. If an Oathsworn strongly believes in a cause they will fight to the bitter end if they need too, they never give up.
Death. To die is fate. Oathsworn are bound to the cycles of life, they believe that death will come to all.
Rebirth. To be reborn is divine. Through great service can Oathsworn find divinity. It is every Oathsworn's goal to be reborn in the flames of sacrifice.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Flame Everlasting. As a reaction, when you or an ally within 30ft would be reduced to 0 hit points but not killed outright, you can use your Channel Divinity to give them hit points equal to twice your Charisma modifier (minimum of 2).
Intense Flames. As an action, you can increase the potency of fire and radiant damage. When you make an attack that deals either fire or radiant damage you can use your channel divinity to deal maximum fire or radiant damage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
hellish rebuke, identify |
|
5th |
scorching ray, augury |
|
9th |
fireball, clairvoyance |
|
13th |
wall of fire, arcane eye |
|
17th |
immolation, legend lore |
Aura of the Phoenix
Starting at level 7, while you are conscious, friendly creatures (including you) within 10 ft. resist cold, and fire damage. Additionally fire damage that you deal treats immunity as resistance.
At 18th level, the range of this aura increases to 30 feet.
Rebirth
Beginning at 15th level, when you have been reduced to 0 hit points and are outright killed or have failed 3 death saving throws, as long as you have 1 hit dice your body and equipment turn to ash, a bright flash fills an area of 10 feet, hostile creatures within this area must succeed a Con save or be blinded until the end of your next turn an you must expend all hit dice you currently have and regain hit point equal to the total rolled + your Con modifier, you appear 10 feet from where you were slain with all your equipment still on your person.
Once this ability is used you cannot use it again for 1d4 + 4 days.
Phoenix Feathers
At 20th level, as a bonus action, you sprout wings of blazing fire. These wings give you the following benefits:
- You shed bright light for a radius of 20 ft and dim light for another 20 ft beyond that.
- You gain a flying speed of 60 ft.
- Whenever an enemy creature damages you while within the bright light they take 5 points of fire damage and 5 points of radiant damage.
- As a bonus action you may rain phoenix feathers upon a number of creatures of your choice within a 30ft radius equal to your charisma modifier (minimum of 1), allowing you to give them advantage on their next attack roll, saving throw, or ability check. In addition, when you do this, you may use Lay on Hands as if you were touching them as part of the same bonus action. If you do you lose hit points equal to half amount of healing given.
Once you use this feature, you can’t use it again until you finish a long rest.