Base Class: Paladin
Those who swear the Oath of the Phoenix do not fear death—they embrace it as a chapter in the endless cycle. They are knights of brotherhood and flame, who walk beside the wounded and fight on the frontlines with burning hearts.
Level 3: Oath of The Pheonix 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 | Burning Hands, Hellish Rebuke |
| 5 | Flame Blade, Heat Metal |
| 9 | Fireball, Fly |
| 13 | Fire Shield, Wall of Fire |
| 17 | Flame Strike, Mass Cure Wounds |
Level 3: Flame, Bless me!
When you take the Attack action, you can expend one use of your Channel Divinity to become engulfed in flame. For 10 minutes or until you use this feature again, you deal extra fire damage with all attacks equal to your Charisma modifier, and gain resistance to fire damage.
You also emit Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you are submerged in water.
Flame, Renew Our Spirits!
As an action, you can use your channel divinity to send out a pulse of soothing flame. Healing allies and yourself for 2d6+ your Charisma modifier (minimum of +1).
Level 3: Flame, Lend Me Aid!
The fires that rage within your soul grant you power, your devotion to the unending cycle of flame bringing comfort and strength. As an action, you can summon a creature to fight by your side, increasing in strength as your devotion deepens. The creature shares your initiative, is a free action to command, and gains a bonus to damage rolls equal to your Charisma modifier (Minimum of +1)
Spirit Of Flame
| Paladin Level | Spells |
|---|---|
| 3 | Magma Mephit |
| 7 | Hell Hound |
| 13 | Fire Elemental |
| 17 | Fire Elemental Myrmidon |
Level 7: Aura of Everflame
You radiate warmth and power in a range of 10ft. While in your Aura, allies have advantage on death saving throws. And if an enemy ends their turn in your Aura, they take 1d6+CHA fire damage. At 17th level the range of the aura becomes 30ft.
Level 15: Flame, Shield Me!
You gain resistance to fire and radiant damage, and ignore resistance to both.
Level 20: Flame, Ignite me!
As a bonus action, you can unleash your full might, becoming immune to fire and radiant damage. You gain resistance to cold and necrotic as well, your soul so gloriously blazing it drives away the dark. For 10 minutes, your aura is increased in power, granting allies 3d10 temporary hitpoints the first time they enter your aura, and any enemies that enter or end their turn in your aura take 3d6 fire damage and 3d6 radiant damage.
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