Paladin
Base Class: Paladin

Oath of the Phoenix

 Tenets of the Phoenix

 The Oath of the Phoenix binds a paladin to the principles of rebirth, redemption, and relentless pursuit of good. This oath is unique in that it chooses the paladin, branding the symbol of the Phoenix onto their chest. It is only bestowed upon those who have walked the path of great evil and have made a profound commitment to change.

  1. Rebirth:Embrace the path of redemption and transformation. Just as the Phoenix rises from its ashes, so too must you rise from your past and strive to become a beacon of hope and justice.

 

  1. Purge the Darkness: Use your power to cleanse the world of evil. Violence is a last resort, but when it is necessary, wield your weapons and spells with the fiery wrath of the Phoenix to protect the innocent and ensure the safety of all.

 

  1. Embrace Compassion: Believe in the potential for goodness within all beings. Seek to turn enemies into allies, offering mercy and a chance for redemption wherever possible. Understand that true strength lies in compassion and understanding.

 

  1. Eternal Vigilance: Stay ever watchful and ready to confront evil in all its forms. Whether it is the darkness within others or within yourself, remain vigilant and steadfast in your duty to uphold the light.

 

  1. Flame of Hope: Be a symbol of hope and renewal to those around you. Inspire others with your actions and let your presence ignite the flames of courage and resilience in the hearts of the weary and downtrodden.

 

Spells and Abilities

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

 

 

 

 

Radiant Flames:

You can use your Channel Divinity to unleash a burst of radiant flames. As an action, you can present your holy symbol and each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to 1d4 + your charisma mod. On a successful save, the creature takes half as much damage.

 

Phoenix's Embrace:

You can use your Channel Divinity to heal and rejuvenate. As an action, you can touch a creature and restore a number of hit points equal to 1d4 + half your paladin level (rounded down). Additionally, the creature gains resistance to fire damage until the end of your next turn.

Aura of Renewal

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

 

At 18th level, the range of this aura increases to 30 feet.

Paladins of the Oath of the Phoenix are rare and often seen as living embodiments of hope and redemption. Their journey from darkness to light is marked by profound inner conflict and unwavering commitment to their new path. They often serve as mediators and peacemakers, believing in the potential for good in even the darkest of souls. However, they are not naive; they recognize that some evils cannot be redeemed and must be confronted with the full might of their holy power.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Phoenix Spells table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd Burning Hands, Cure Wounds
5th Flaming Sphere, Lesser Restoration
9th Beacon of Hope, Fireball
13th Death Ward, Wall of Fire
17th Flame Strike, Greater Restoration

These spells emphasize both the fiery nature of the Phoenix and the paladin's commitment to healing and redemption.

Aura of Renewal:

Beginning at 7th level, you project an aura of rejuvenation that aids you and your allies. You and friendly creatures within 10 feet of you gain advantage on saving throws against being frightened and charmed. Additionally, they regain additional hit points equal to your Charisma modifier whenever they receive healing.

At 18th level, the range of this aura increases to 30 feet.

Phoenix's Wrath

Starting at 15th level, your attacks are imbued with the fiery wrath of the Phoenix. When you hit a creature with a melee weapon attack, you can choose to deal an extra 1d8 fire damage. Additionally, once per turn when you deal fire damage, you can cause the flames to ignite the target. At the start of each of its turns, the target must make a Constitution saving throw (DC equal to your spell save DC) or take 1d8 fire damage. This effect lasts for 1 minute or until the target uses an action to extinguish the flames.

Rebirth:

At 20th level, you can undergo a transformation embodying the essence of the Phoenix. As an action, you can transform for 1 hour. During this time, you gain the following benefits:

  • You gain resistance to all damage.
  • You have advantage on attack rolls and saving throws.
  • When you are reduced to 0 hit points and not killed outright, you can choose to drop to 1 hit point instead. Each time you do so, flames erupt from your body, dealing 4d6 fire damage to all creatures within 10 feet of you.

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