Oath of the Dusk Phoenix (5e Subclass)

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Oath of the Dusk Phoenix[edit]

Paladin Subclass

Paladins sworn to the Dusk Phoenix Oath are devoted to clean the land in the name of justice, whatever it means for them, little matters the cost. They are wandering vigilantes who seek to defeat anyone who opposes them or their god's interests. They still respect experience and proper work, but they are not so naïve to consider everyone with those qualities someone respectable.

   It is recommended that you play an evil-aligned charachter. Good-aligned characters usually follow the Oath of the Dawn Phoenix instead.
Tenets of the Dawn Phoenix

The life cycle Living beings are equally bound to birth and death. Souls are allowed to be reborn. One must not hesitate to make a soul begin anew.

Eternal fire Knowledge and experience are a flame to be kept alive. Dying without nourishing it is a wasted life. Travelling, learning and creating are ways to do so.

Flames of justice Fire is not politically aligned and has no personal interests. It cleans and purifies. One must clean and purify those who aren't virtuous.

Ashes Even in the most humiliating of defeats, the Phoenix always rises up. Rise above those who once rose above you and end them if necessary.

Oath of the Dawn Phoenix Spells
Paladin Level Spells
3rd hellish rebuke, hex
5th flaming sphere, ray of enfeeblement
9th vampiric touch, Melf's minute meteors
13th fire shield, blight
17th mass cure wounds, contagion
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 necrotic 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 standing up and you have advantage on the first attack roll that you make.
Phoenix's Judgement

Starting at 3rd level, you can cast the toll the dead cantrip using this feature. You can do so a number of times equal to your proficiency bonus.

Dusk's Aura

Starting at 7th level, the flames of justice reside in you. You gain resistance to fire and necrotic damage. Everytime a creature up to 10 feet from you takes damage they take 2 extra fire damage and you gain Charisma temporary hit points. This feature also targets you and your allies.

Also, every time you use Lay on Hands, you can instead spend twice as much points to do a 10-foot radius wave of dark fire. Every creature other than you and the target in the area takes the original amount of points (before being doubled) and the target gains as many hit points as the damage this wave dealt.

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 necrotic 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 flames of justice have 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 10-foot radius and dim light for an additional 60 feet. Flames created by this feature can't be extinguished unless the fuel is totally consumed and can't expand to any nearby flammable object.

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