Oath of the Dawn Phoenix (5e Subclass)
From D&D Wiki
Oath of the Dawn Phoenix
Paladins sworn to the Dawn Phoenix Oath decide to live a humble life and fight for justice and purity. A Dawn Phoenix Paladin is never anchored to no place and, just like the wildest of fires, is always looking for broader horizons and going where the wind leads them. They consider experience, hard work and virtue three life goals that every being should pursue.
It is recommended that you play a good-aligned character. Evil aligned characters usually follow the Oath of the Dusk Phoenix instead.
- Tenets of the Dawn Phoenix
The life cycle Living beings are equally bound to birth and death. Pure souls are allowed to be reborn. One must keep their soul in the way of virtue.
Eternal fire Knowledge and experience are a flame to be kept alive. Dying without passing it on is to extinguish it. Travelling, learning and creating are ways to nourish it.
Flames of justice Fire is not politically aligned and has no personal interests. It cleans and purifies. One must clean and purify evil.
Ashes Even in the most humiliating of defeats, the Phoenix always rises anew. Learn and rise above those who once rose above you.
- Oath of the Dawn Phoenix Spells
|3rd||hellish rebuke, feather fall|
|5th||flaming sphere, calm emotions|
|9th||beacon of hope, mass healing word|
|13th||fire shield, guardian of faith|
|17th||mass cure wounds, reincarnate|
- Channel Divinity
When you choose this Oath you gain acces to the following Channel Divinity options:
- Burning edge As a bonus action, you can use your Channel Divinity to imbue the eternal fire's will into a melee weapon that you are holding for a minute. As long as this effect lasts you can add your proficiency bonus as radiant damage to every damage roll that you make with that weapon. Weapons with the two-handed property add profiency bonus + 2 to the roll instead.
- Phoenix rising You can use exceptionally use this Channel Divinity option while you have 0 hit points and before doing your first death saving throw. You are automatically healed 1d4+proficiency+Charisma. You can normally play your turn, you are prone and the use of this feat consumed your action.
- Phoenix's Mercy
Starting at 3rd level, you can cast the spare the dying cantrip using this feature. You can do so a number of times equal to your proficiency bonus.
- Dawn's Aura
Starting at 7th level, the eternal fire resides in you. You and other friendly creatures up to 10 feet from you gain resistance to fire damage and radiant damage.
Also, every time you use Lay on Hands, you can instead spend twice as much points to target every friendly creature inside that same 10 feet area. In doing so a sacred warm energy wave spreads the effect. You still need to touch the first target to use this feat.
At 18th level this area increases to 30 feet.
- Sacred ashes
Starting at 15th level, your spells and melee attacks ignore any resistance against fire or radiant damage. If the target is inmune, they take half as many damage points instead of none.
Also, fire damage can't reduce your hit points below 1 and you are inmune to fire damage while you have 0 hit points.
- True Phoenix
At 20th level, the eternal fire has become a part of your very being. As a bonus action you can summon sacred fire wings that last for 10 minutes, they give you a flying speed of 60 feet. Any enemy creature that ends its turn within 5 feet of you must make a Dexterity saving throw against your spell's DC. The creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one, as flaming feathers fall on them.
While moving you can ram into a creature, that creature must make the saving throw against the damage, and you stop moving this turn.
You ignite flammable objects not being worn or carried, and you shed bright light in a 30-foot radius and dim light for an additional 30 feet.