Oath of the Phoenix

Like the phoenix that rises from the ashes after death, paladins who have taken the Oath of the Phoenix persevere, undaunted by the threat of death. They promise to heal the sick and wounded, be generous, honest, and available to serve the needs of others. They are known as hospitalers or knights of mercy and bring hope to injured soldiers on the field of battle and to the destitute living in poorhouses suffering from sickness and disease.

Tenets of the Phoenix

Paladins who take the Oath of the Phoenix promise to provide healing and assistance to those in need.

  • Competence. The skillful execution of duty can save a life.
  • Forbearance. Others’ needs come first.
  • Generosity. “My wealth is your wealth” is a code to live by.
  • Trustworthiness. When trust is given, do not disappoint.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Phoenix Spells
Paladin Level Spells
3rd cure wounds, healing word
5th lesser restoration, prayer of healing
9th mass healing word, revivify
13th aura of life, aura of purity
17th mass cure wounds, raise dead

Channel Divinity

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

Abundant Healing

You can use your Channel Divinity to boost your Lay on Hands ability. When you use your action to Lay on Hands, you simultaneously utter a word of prayer. You heal an additional 1d6 hit points for every three paladin levels you possess with that use of Lay on Hands.

Stay the Hand

As an action, you present your holy symbol and censure the actions of others using your Channel Divinity. All enemy creatures within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature loses its action and bonus action on its next turn.

Aura of Resilience

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to poison while you are conscious.

At 18th level, the range of this aura increases to 30 feet, and you gain immunity to poison.

From the Ashes

Beginning at 15th level, as an action, you can summon a recently slain creature’s animated spirit back to the spot of its death (this does not return the creature’s soul to its body). You must do this within 1 minute of the creature’s death, or this feature has no effect. You can ask up to three questions requiring a yes or no answer, which the creature must answer truthfully. If the creature does not know the answer, it remains silent. The corpse only knows what it knew in life and cannot speculate about future events. A creature can only be affected by this feature once.

Fount of Life

At 20th level, you become a fount for the force that gives life to all beings. When you use an action, healing energy fills your body and radiates outward. You gain the following benefits for 1 minute:

Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

Eldryn. © 2021, d20pfsrd.com Publishing; Author: Beth Jones.

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