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Phoenix Born

Phoenix Born Traits


At Rebirth:
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Ability Score Increase. Your Charisma score increases by 2,


Age. Phoenix Born have lifespans comparable to elves.
Alignment. The phoenix will not bond itself to an evil creature. They tend to lean more towards the lawful side.
Size. Phoenix Born size will be whatever size their race was before rebirth. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Blessed with fire and light of the Phoenix, your vision can easily cut through darkness. You can see in dim light within 60feet of you as if it were bright
light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Phoenix Fire. Spells you cast ignore resistance to fire damage. If the creature has Fire Immunity, it becomes Fire Resistance for your firedamage spells.
Fire bearer. You know the Produce Flame Cantrip. Charisma is your spellcasting ability.
Internal Heat. The spark of the phoenix burns within you. You suffer no ill effects from non-magical cold. You are always warm to the touch.
Languages. You can speak, read, and write Common and Celestial.
Subrace. Phoenix Born's powers manifest in two ways: Form of the Phoenix and Soul of the Phoenix.

Form of the Phoenix Phoenix Born


After your rebirth, the phoenix born begins to manifest its powers in to the form of the
phoenix. Phoenix Born begin to learn and control that spark with in them, they are able to Rebirth
radiate the light of the phoenix and to strike fear into the evils of the world. Unlike other races in D&D you are not born a phoenix born,
rather you are reborn as one. Phoenix Born are actually born any
other race. They lived there lives as peasants, farmers, tailors,
Ability Score Increase: Your Constitution score increases by 1 adventurers or any other job or lifestyle. Unfortunately that
person died in a fire. As their last moments were flickering away,
Radiant Form: Starting at 3rd level, you can use your action to unleash the fiery energy their consciousness reached out to the aether. One last cry for
within yourself, causing your eyes to glimmer and two brilliant, blazing wings to sprout salvation. Their cries for salvation fell on the ears of the phoenix.
from your back. The phoenix then deemed that person to be worthy of its power
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, and champion of its causes.
you have a flying speed of 30 feet, and once on each of your turns, you can deal extra fire
damage to one target when you deal damage to it with an attack or a spell. The extra fire
damage equals your level. Phoenix Born Visions
Once you use this trait, you can't use it again until you finish a long rest. From time to time, the phoenix will help guide its champions Phoenix Born Names
towards the path that it feels necessary to accomplish its goals. Phoenix Born do not have any specific names attributed to them. They would retain the
This connection functions only in dreams or when staring in to a name from whatever race they were rebirthed from.
flame. As such, the guidance is not a direct command or a simple
Soul of the Phoenix spoken word. Instead, the phoenix born receives visions,
After your rebirth, the phoenix imbues the Phoenix Born with fiery energy that blazes prophecies, and feelings. A Gift or A Curse
intensely within them. It burns deep inside the Phoenix Born, giving every creature that is
A phoenix born never truly learns to control the spark inside of them. At any moment that
chosen by the phoenix, the power to vanquish the darkness that consumes the world. The phoenix is far from omniscient. Its guidance is based on its fire can manifest itself without the phoenix born's knowledge. You may absentmindedly
understanding of the tenets of law and good, and it might have ignite small fires that quickly sputter out. Sometimes when touching, hugging, or contacting
Ability Score Increase: Your Dexterity score increases by 1 insight into combatting especially powerful evils that it knows another person or being, you may cause a painful yet harmless burn.
about.
Consuming Blaze: Starting at 3rd level, you can use your action to unleash the fiery
energy within yourself, causing a searing fire to radiate from you. This fire pours out of
your entire body. Phoenix Champions
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, Phoenix Born are placed in the world to serve as guardians of law and good. The Phoenix expects them to strike at evil, lead by example, and further its cause. Once a person is
you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the reborn, a phoenix born receives guidance and visions from the phoenix itself.
end of each of your turns, you and each creature within 10 feet of you take fire damage
equal to half your level (rounded up). In addition, once on each of your turns you can deal
extra fire damage to one target when you deal damage to it with an attack or a spell. The The Call of the Phoenix
extra fire damage equals your level. Adventures that are called on by the Phoenix usually follow similar paths. A large portion of Phoenix Born become paladins, s ome choose to make a pact with the phoenix and
Once you use this trait, you can't use it again until you finish a long rest. follow the Celestial Warlock path. Many Phoenix Born's blood are imbued with the phoenix magic, driving them to become powerf ul sorcerers. A small few have harnessed the
eternal fire with in them to drive their barbarian rage.

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).

Created by Scott Badalamenti


1/18/2018

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Phoenix Born - Oath of the Ancient Path
Oath of the Ancients (Phoenix Born)
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Paladins that make an oath with are so metimes called Phoenix Knight, Red Knights, Knights of, paladins who swear this oath cast their lot
with the side of the light and fire, the cosmic struggle against darkness, because they love the beautiful and life -giving things of the world, not necessarily because they believe in principles of honor, courage, and justice.
They adorn their armor and clothing with images of the Phoenix, Flames, or Suns, —to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients Oath Spells


The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes While some of these spells are already a part of the paladin’s spell list, the phoenix wants to make sure
the principles of good above any concerns of law or chaos. Its fair central principles are simple. that the paladin always knows and has these spells prepared.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the Oath of the Ancient Spells (Phoenix Born)
world, beating back despair.
Paladin Level
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine
forth in all your deeds. 3rd Cure Wounds, Guiding Bolt
Light in the Darkness. In the blackest abyss, one ray of light can pierce through. Let no situation be 5th Flaming Sphere, Lesser Restoration
hopeless. Stand strong against the forces of darkness and evil. 9th Daylight, Revivify
Control the Flame. Fire has been used since the beginning of time to help society grow. It brings warmth 13th Guardian of Faith, Wall of Fire
and light. That same fire that helps life grow, can also burn societies to ash. Know when to use restraint
17th Flame Strike, Greater Restoration
when wielding the fire of the Phoenix.

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).

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