Base Class: Paladin
The Oath of the Phoenix calls paladins to embody the eternal cycle of destruction and renewal. To these warriors, fire is not merely a weapon of devastation, but a sacred force that burns away corruption and clears the ground for new growth. Where others see only ruin, a Phoenix Paladin sees the promise of rebirth.
Sir Uriel Cinder, known in legend as the White Phoenix, is said to be the first knight to swear the Oath of the Phoenix and the living example of its eternal flame. A wandering champion who bows to no throne, Cinder travels the world wherever hope falters and tyranny threatens to smother the light of freedom. Those who stand near him speak of an uncanny warmth, as if basking beneath the open sun, while stories of battle tell of blazing fire that consumes his enemies but spares his allies. Even though some have claimed the honor of slaying the White Phoenix, such victories never last; time and again the knight is said to rise from the ashes of his own destruction, his flame unquenched. Whether by divine blessing or indomitable will, the truth remains whispered wherever his legend is told, centuries after his first appearance, Uriel Cinder leaves behind a message for the plagues that haunt our world. “Where the flame of hope refuses to die, there the White Phoenix flies”.
Like Uriel, those who swear this oath are drawn to lands laid low by tyranny, invasion, or despair. They seek out conquered kingdoms, enslaved peoples, and broken nations, not to mourn what was lost, but to ignite what might yet be. A Phoenix Paladin believes that suffering, though terrible, can become the crucible from which strength is forged. Through courage, sacrifice, and righteous flame, they inspire the downtrodden to rise and cast off their chains.
These paladins do not glorify destruction for its own sake. Like the phoenix of legend, they understand that fire without purpose consumes indiscriminately. Their duty is to temper rage into resolve, to transform grief into unity, and to ensure that whatever rises from the ashes is stronger, wiser, and freer than what came before.
To swear this oath is to accept that endings are inevitable, but surrender is not. When darkness settles over a people or a realm, the Phoenix Paladin becomes the spark of a new dawn.
Tenets:
Breaker of Chains - It is the duty of a Phoenix to consume the blights that are tyranny, corruption, and enslavement with their flames.
The Face of Renewal - When others falter, stand at the forefront. Phoenixes do not wait for rebirth, they ignite it.
Temper - Teach the oppressed to control their rage, for it will consume them. Justice, not vengeance, must shape the new dawn.
Level 3: Oath of the Phoenix Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Phoenix Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Feather Fall, Burning Hands |
| 5 | Shining Smite, Scorching Ray |
| 9 | Revivify, Fireball |
| 13 | Death Ward, Aura of Life |
| 17 | Raise Dead, Flame Strike |
Level 3: Soul of the Sun Fowl
When you take the Attack action, you can expend a use of your Channel Divinity to wreathe one weapon you are holding or your unarmed strikes in phoenix flames for 10 minutes.
The weapon sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The weapon’s damage type becomes fire or radiant (your choice when you activate this feature), and it takes extra damage equal to your Charisma modifier (minimum bonus of +1).
The effect ends early if you release the weapon or become Incapacitated.
Level 3: Bird of Death
You gain proficiency in death saving throws.
In addition, when you roll a death saving throw and succeed, you can regain hit points equal to your Charisma modifier (minimum of 1). Once you regain hit points in this way, you can’t do so again until you finish a Long Rest.
If a Reincarnate spell restores you to life, you can choose your original race instead of rolling on the spell’s table.
Level 7: Sun Fowl's Blessing
When you activate your Aura of Protection, choose fire or radiant damage. You and friendly creatures in the aura have Resistance to the chosen damage type while within it.
In addition, at the start of each of your turns, you can cause one creature in your Aura of Protection to regain hit points equal to 1d6 + your Charisma modifier a number of times equal to your proficiency bonus per Short Rest.
You and friendly creatures in the aura have Advantage on death saving throws.
Fire Damage Resistance
Resistance to Fire Damage
Radiant Damage Resistance
Resistance to Radiant Damage
Level 15: Infernal Passerine
As a Bonus Action, you manifest phoenix wings for 1 hour. The wings vanish early if you are Incapacitated.
While the wings are present:
- You have a Fly Speed equal to 60 ft.
- You have Advantage on Charisma (Persuasion and Intimidation) checks.
- Fire or Radiant damage you deal ignores Resistance.
You can use this feature a number of times equal to your Charisma modifier (minimum 1), and regain all uses when you finish a Long Rest.
Activate Infernal Passerine (Fire)
- You have a Fly Speed equal to 60 ft.
- You have Advantage on Charisma (Persuasion and Intimidation) checks.
- Fire damage you deal ignores Resistance.
Activate Infernal Passerine (Radiant)
- You have a Fly Speed equal to 60 ft.
- You have Advantage on Charisma (Persuasion and Intimidation) checks.
- Radiant damage you deal ignores Resistance.
Blazing Apotheosis
As a bonus action, you assume your blazing apotheosis for 10 minutes, gaining the following benefits:
Monarch of Flames: Your Aura of Protection now grants you and friendly creatures Immunity to fire or radiant damage instead of Resistance.
Song Bird’s Inferno: Once on each of your turns, when you deal fire or radiant damage, you can treat the damage dice as having rolled their maximum value.
Sun Fowl’s Rapture: If you are reduced to 0 hit points or killed outright, you can expend a use of your Lay on Hands feature and immediately rise with hit points equal to the number of hit points remaining in your Lay on Hands pool. When you do so, each creature of your choice within 30 feet takes 4d10 fire or radiant damage (your choice). This special reaction can be used only once during each use of this feature.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also regain its use by expending a 5th-level spell slot (no action required).
Activate Blazing Apotheosis (Fire)
As a bonus action, you assume your blazing apotheosis for 10 minutes, gaining the following benefits:
Monarch of Flames: Your Aura of Protection now grants you and friendly creatures Immunity to fire damage instead of Resistance.
Song Bird’s Inferno: Once on each of your turns, when you deal fire damage, you can treat the damage dice as having rolled their maximum value.
Sun Fowl’s Rapture: If you are reduced to 0 hit points or killed outright, you can use your reaction to expend a use of your Lay on Hands feature and immediately rise with hit points equal to the number of hit points remaining in your Lay on Hands pool. When you do so, each creature of your choice within 30 feet takes 4d10 fire damage. This special reaction can be used only once during each use of this feature.
Activate Blazing Apotheosis (Radiant)
You assume your blazing apotheosis for 10 minutes, gaining the following benefits:
Monarch of Flames: Your Aura of Protection now grants you and friendly creatures Immunity to radiant damage instead of Resistance.
Song Bird’s Inferno: Once on each of your turns, when you deal radiant damage, you can treat the damage dice as having rolled their maximum value.
Sun Fowl’s Rapture: If you are reduced to 0 hit points or killed outright, you can use your reaction to expend a use of your Lay on Hands feature and immediately rise with hit points equal to the number of hit points remaining in your Lay on Hands pool. When you rise in this way, each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d10 radiant damage. On a successful save, a creature takes half as much damage. This special reaction can be used only once during each use of this feature.
Previous Versions
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3/9/2026 6:09:28 PM
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3/9/2026 6:48:28 PM
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3/11/2026 8:23:22 PM
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