Paladin
Base Class: Paladin

Oath of The Phoenix

The Oath of The Phoenix is a solemn vow that only a select few paladins undertake, for to embrace it one must first succumb to despair before finally accepting that the end is just another chance to begin again through the flames of the Phoenix King. Taking inspiration from the phoenix, these paladins are less concerned with preserving what already stands and instead seek to cultivate something better that could rise in its place. Upon their resurrection, paladins under this oath sprout magnificent wings of golden flame. While this oath doesn’t not emphasis the protection of others like the oath of devotion or ancients, only the truly disillusioned of these ashen knights are willing to actively stand by as innocents suffer and all but the most zealous and cruel of them seek to destroy what already exists. These paladins are often found leading rebellions against corrupt governments, destroying nests and strongholds of monsters constantly plaguing nearby villages or finding a way to cleanse the lands of whatever curse or corruption chokes the life from it. Very rarely are paladins blessed with the light of the Phoenix King, Azykiil. 

Tenets of The Phoenix

The Tenets of The Phoenix are written upon one's soul, engraved in the very fabric of their being. Only the worthy may live up to these tenets, as they require one who is pure of heart and willing to sacrifice themselves for the good of others. However, one who lives up to these tenets may harness the very flames that shaped their rebirth. 

Acceptance of Death: As all things must begin, so must they also end. Do not despair at the end, but rejoice at the potential it can bring with the chance for a new beginning.

Purge the Wicked: False gods and evil spirits roam rampant in The Known World, cursing light and corrupting life. It is the sworn duty of the paladin to slay these evildoers and put an end to their scheming. All life must be cherished, but that which seeks to refute rebirth must be eradicated.

Cultivate Rebirth: That which snuffs out one life can lead to another being born. That life must be allowed to stand on its own, but some things need help to find their feet. Help them stand and show them how to live.

Courageous Heart: Courageous is the one that stays their blade. Not all evildoers deserve the finality of the blade, for to be reborn one must be willing. The purest of Paladins know when to take a life and when to spare one. 

Channel Divinity

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

Radiant Judgement. As an action, you present your wings and speak a prayer of denunciation, using your Radiance. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being blinded. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is blinded for 1 minute or until it takes any damage. While blinded, the creature has disadvantage on attack roles. 

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Cry of The Phoenix. As a bonus action, you can utter the cry of a phoenix against a creature you can see within 10 feet of you, using your Channel Divinity. Attacks against the creature deal an additional [roll]1d6[/roll] fire damage for 1 minute or until it drops to 0 hit points or falls unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Phoenix Spells
Paladin Level Spells

3rd

fire bolt, scorching ray

5th

guiding bolt, misty step

9th

fireball, flame blade

13th

fire shield, wall of fire

17th

flame strike, scrying

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

From The Ashes

Starting at 15th level, if you would fail a death save you may instead choose to be reborn at full health. Creatures within a 60ft radius of you must make a DEX saving throw of 19 or take 2d8 fire damage and 2d8 radiant damage and be launched 30ft of you. You may only activate this feature once per year. 

Avatar of Azykiil

At 20th level, you can assume the Avatar of Azykiil. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Glorious golden light floods outward from your being, blinding enemies and calling on your deity to intervene on your behalf.
  • You emanate an aura of holy eminence in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become blinded for 1 minute. Attack rolls against the [Tooltip Not Found] creature have advantage. Describe the assistance you seek from your deity, and roll percentile dice. If you roll a number equal to or lower than your paladin level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any paladin/cleric spell or cleric domain spell would be appropriate.

    Once you use this feature, you can’t use it again until you finish a long rest. If your deity intervenes, it can't intervene again for 7 days.

     

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