Paladin
Base Class: Paladin

The tenets of those who follow the Oath of Stolen Flame vary by paladin, but they all revolve around obtaining power to protect the weak. With a heart engulfed in righteous flame, the Oath of Stolen Flame paladin may defy anyone whose actions harm the weak and innocent, regardless of social standing, morality, or power. Wielding holy fire, those who follow this oath burn away any and all corruption to make way for a better future. A devotee to Oath of Stolen Flame can be any alignment, but tend towards chaotic alignments. The core tenets of the Oath reflect their willingness to defend the unfortunate.

Tenets of Oath of Stolen Flame

Absolute Devotion. Regardless of cause, I devote myself fully. In my eyes, evil is evil, lesser, greater, middling, it does not matter, I shall burn it away.

Purge the Wicked. Those who bring harm to the innocent will be purged by my hands.

Protect. I will be a shield for those who are beset by the darkness, and serve as a sword to strike against the abyss.

Channel Divinity

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

Spiritual Flame. As an action you can summon a 5 foot sphere of supernatural flame using your Channel Divinity. For 1 minute, you can direct this holy flame to a location within 30 feet of it's current location. If a creature ends its turn within the flame, it is dealt 1d6 radiant damage plus your charisma modifier. In addition, the flame sheds bright magical light in a 10 foot radius, and dim light in a 10 foot radius.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Bind the Vile. As an action, you can bind celestials, fiends, and undead with magical chains. Chose one celestial, fiend, or undead within 120 feet. Your target must make a Constitution saving throw. If the creature fails it's saving throw, it's movement speed is brought to 0 for 1 minute. The creature can make a Constitution saving throw as an action to attempt to free itself.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

protection from evil and good, [Tooltip Not Found]

5th

absorb elements, flame blade

9th

beacon of hope, dispel magic

13th

freedom of movement, conjure minor elementals

17th

commune, flame strike

Shattered Bonds

At 7th level, the fire burns ever brighter in your heart. You may choose one creature within 60 feet, and any movement speed in their direction is doubled. If you travel 50 feet or longer during this turn, you ignite in holy flames for one turn, dealing 1d10 radiant damage to any enemies within 10 feet.

At 13th level, Shattered Bonds deals double damage against creatures affected by Bind the Vile.

At 17th level, the range of the ability extends to 90 feet.

Scorched Soul

Beginning at 15th level, your affinity to flame alters your soul, giving immunity to fire damage and after being hit by fire damage, can cause a nova of holy fire to blast outward in a 30 ft. sphere, restoring 1d12 health to allies and dealing 1d12 + CHA modifers in radiant damage to enemies caught within the nova.

Titanic Ignition

At 20th level, you gain the ability to summon a set of flaming armaments. This elemental armor is a blazing set of plate or a faint shimmer of heat covering your figure. It gives you +2 AC and being hit with fire damage heals for half the damage the spell would deal. As an action, you can undergo a transformation.

For 1 minute, you gain the following benefits:

You transform into the figure of a titanic man with skin of magma, growing to the next size and dealing 1d10 fire damage to any enemy that starts its turn within 10 feet of you.

Whenever you cast a spell that deals fire or radiant damage as an action, you may cast it as a bonus action.

As a reaction, you can cause an existing flame to burst forth 10 feet from its origin point, dealing 2d12 fire or radiant damage (players choice), or you can teleport to a creature within 60 feet in a rush of flame, dealing 2d10 fire damage to creatures between your origin point and your new point.

Once you transform, you can't use this ability again until you finish a long rest.

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