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If a Phoenix Born chooses to be a Paladin, a special version of the Oath of the Ancients becomes available. (Printed on the f ollowing page)
Ask me no more if east or west, the Phoenix builds her spicy nest; For unto you at last she flies, and in your fragrant bosomdies.
Thomas Carew, in "A Song"
This Document Contains a lot of mix/match info that I have gathered from Wizards of the Coast LLC products. I have Borrowed many aspects from the Aasimar in Volo's guide, Phoenix Sorcery in Unearthed Arcana, and a mix of other 5th edition D&D
products. This project started as a reskin of the Aasimar. It is nothing more than a labor of love.
Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States andother countries. © 2015 Wizards. All Rights Reserved.
This Notebook is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Notebook may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted underWizards' Fan
Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at (www.wizards.com).
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
1. All Consuming Fire: You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause Flaming tendrils to spring up and reach for a creature within 10 feet of you that you can
see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the tendrils, the creature repeats the saving throw at the end of each of its turns. On a success,
it frees itself and the tendrils vanish.
2. Turn back the Darkness: You can use your Channel Divinity to utter ancient words that are painful for undead and fiends to hear. As an action, you present your holy symbol, and each undead or fiend within 30 feet of
you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to moves 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 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, shape-shifting, or other effect, that form is revealed while it is turned.
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures wit hin 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura
increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit poi nt instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally,
you suffer none of the drawbacks of old age, and you can't be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
• At the start of each of your turns, you regain 10 hit points.
• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity opt ions.
Once you use this feature, you can't use it again until you finish a long rest.
Ask me no more if east or west, the Phoenix builds her spicy nest; For unto you at last she flies, and in your fragrant bosom dies.
Thomas Carew, in "A Song"
This Document Contains a lot of mix/match info that I have gathered from Wizards of the Coast LLC products. I have Borrowed m any aspects from the Aasimar in Volo's guide, Phoenix Sorcery in Unearthed Arcana, and a mix of other 5th edition D&D product s. This project started as a reskin of the Aasimar. It is nothing more
than a labor of love.
Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved.
This Notebook is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC . This Notebook may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of
Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual pro perty, please visit their website at (www.wizards.com).