Base Class: Paladin
The Oath of the Phoenix is sworn by those who see themselves as the purifying force of the world, wielding fire to purge chaos and rebirth order from its ashes. These paladins, often called Phoenix Knights, are zealously devoted to the ideals of order, justice, and the belief that from destruction comes renewal. They stand as the vanguard against chaos, burning away the old and corrupt to herald a new dawn. The Phoenix Spirit, the collective fire in their hearts, burns brightly with their zeal, forging a bond of unity that transcends fear and unites them in their righteous cause.
TENETS OF THE PHOENIX
Though the exact words and strictures of the Oath of the Phoenix vary, Phoenix Knights of this oath share these tenets.
Order. Violence is justified to maintain order and balance. Chaos must be purged so that society can thrive under the rule of law.
Unity. The bonds between those who share the faith are sacred. Stand by your kin, protect them, and ensure their safety and prosperity.
Justice. When served, justice must be swift and uncompromising. Those who defy the law or threaten the faithful must face the consequences of their actions.
Purification. Through fire, the impure can be cleansed, and through rebirth, the worthy can rise anew. Purge corruption wherever it is found, and rebuild stronger from the ashes.
Zeal. Fervor is a virtue. Unyielding faith and conviction to the tenets is what unifies the faithful. Doubt and hesitation will only isolate those who stray from the path of righteousness.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Order's Mandate. You can use your Channel Divinity to issue a command of lawfulness, which chaotic creatures will try to resist. As an action, choose one creature within 60 feet and learn whether it is chaotic, lawful, or neutral. At the start of its next turn, if it is chaotic or neutral, it must make a Wisdom saving throw (with disadvantage if it is neutral). On a failed save, a chaotic creature is paralyzed until the start of its following turn, while a neutral creature is compelled to follow your instructions as if under the suggestion spell for that turn. If the creature is lawful, you can command it to perform a single action on its next turn without requiring a saving throw (as per the command spell).
Ember of Hope. You can use your Channel Divinity to reignite hope in the hearts of those who are faltering. As an action, choose one creature within 30 feet that is currently suffering from a condition that makes them frightened, charmed, or incapacitated. That condition is immediately ended, and the creature gains temporary hit points equal to 1d8 + twice your Charisma modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Phoenix Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Unity
Starting at 7th level, you and friendly creatures within 10 feet of you are bolstered by the unity of your connection in spirit, while you are concious. When you or a friendly creature within the aura takes damage, you can use your reaction to share that damage with one other willing ally of your choice (including yourself) within the aura, splitting the damage evenly between the two. Once you use this feature in this way, you can use it once more before the start of your next turn without the need for another reaction.
At 18th level, the range of this aura increases to 30 feet.
Scorching Judgment
Starting at 15th level, the Phoenix’s fire does more than burn—it judges the hearts of those it touches, instilling fear in those who have strayed from the law. When you hit a creature with a Divine Smite, you can choose to have the radiant damage dealt by the smite become fire damage instead. Additionally, if the creature is chaotic or neutral, you can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened of you until the end of its next turn.
Avatar of the Phoenix
At 20th level, as an action, you can undergo a transformation. For 1 minute, you become an avatar of the phoenix and gain the following benefits:
- You gain resistance to fire damage, and any fire damage you deal ignores resistance and immunity.
- You gain a flying speed equal to your walking speed. If you already have a flying speed you can instead choose to double this speed.
- If you are reduced to 0 hit points during this transformation, you erupt in flames, dealing 4d10 fire damage to all creatures of your choosing within 20 feet. Your transformation then ends, and you can choose to drop to 1 hit point instead.
Once you use this feature, you can’t do so again until you finish 1d4 long rests.
Comments