Paladin
Base Class: Paladin

In times of great need, the gods might regret their own self- imposed restrictions. While they have set checks and wards in place so that they are unable to directly intervene with the Inner Planes, they are not beyond occasionally bending the rules. The Oath of the Phoenix is a way for the gods to influence the Inner Planes through their champions. Sometimes referred to as Phoenix Knights, or Eternal Champions, Oath of the Phoenix paladins are heroes from ancient times, individuals whom the gods have chosen to return to life to enact their will. These paladins, brought back from The Beyond by the soul of a Phoenix, return wreathed in flame, and are able to reach past the Veil of Death.

Channel Divinity

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

Flames of the Phoenix. The next time you roll fire damage, you can use your Channel Divinity to add your Charisma modifier to the damage rolled. In addition, if the target is a Fiend or
Undead, you may deal maximum damage, instead of rolling.

Turn the Unclean. 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.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Oath Spells

You gain oath spells at the paladin levels listed. In addition, you learn the Spare the Dying cantrip, which you may cast at will.

Oath of the Phoenix Spells
Paladin Level Spells

3rd

Absorb Elements, Healing Word

5th

Spiritual Weapon, Warding Bond

9th

Fireball, Speak with Dead

13th

Death Ward, Wall of Fire

17th

Immolation, [spell]Raise Dead/spell]

Aura of Elysia

Beginning at 7th level, the magic of the afterlife, and the process by which you were brought back, form eldritch wards around you. You and friendly creatures within 10 feet of you have resistance to Fire and Necrotic damage.

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

Wrath of the Veil

Starting at 15th level, you can sense the darkness of the Beyond when it is close, and use the soul of the Phoenix to fend it off for a few moments more. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Wings of the Phoenix

At 20th level, you can call upon the soul of the phoenix to aid you in battle. As an action, you can undergo a transformation and gain the following benefits for 10 minutes:

• Wings of fire sprout from your back and grant you a flying speed of 50 feet.
• Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
• When you roll weapon damage, you cause an addition 1d8 Fire damage

Once you use this feature, you can’t use it again until you finish a long rest.

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