Paladin
Base Class: Paladin

Tenets of Flames

The Oath of Flames is not one made with words, but rather by burning your blood over an open flame. Though no word is spoken, a code is kept by all who follow in the path of ashes and flame. Paladins of this oath share these tenets. 

Purge the Wicked.

Those who willingly bring about sickness, corruption, or disease must be purged.

Cauterize the Wounds.

Seek first to heal those afflicted by blight, even at the cost of your own health.

Burn the Dead.

Death is the end. We all will return to ash. Burn any dead that you find, and rid the land of the undead scourge. 

Light the Fires.

The hearts of men are easily turned to darkness. Be the beacon of hope and courage in dark times. 

Channel Divinity

Burning Devotion. As an action, you can imbue one weapon that you are holding with elemental fire, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (a minimum bonus of +1), and change the weapon’s damage type to fire. The weapon emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. The effect ends early if you are no longer holding or carrying this weapon, or if you fall unconscious.

Flamebearer As a bonus action, you cry out an evocation of your fiery might. Every hostile creature within 30 feet of you that can hear and/or see you must make a Wisdom saving throw. On a failure, for the next minute, any attack made against any creature that is not you is made at disadvantage. This effect ends early if you fall unconscious or die.

Oath Spells

Paladin Level Spells

3rd

Burning hands, Faerie Fire

5th

Scorching Ray, See Invisibility

9th

FireBall, Beacon of Hope 

13th

Wall of Fire, Fire Shield

17th

Banishing smite, Flame strike

Fervent audacity

Starting at 7th level, you and friendly creatures within 10 feet gain a bonus to initiative equal to your charisma modifier (min. 1).

At 18th level, this range increases to 30 feet.

Rekindled

Beginning at 15th level, when you fall unconcious you can instead choose to return to life with 1 Hit Point. When doing so, your body burns away to ash and you are reborn in a fiery explosion that deals 3d10 fire damage to all creatures within 10 feet of you. If you were prone when this feature was activated, you are instantly returned to a standing position.

Once this feature is used, it recovers in a long rest.

Avatar of Fire

At 20th level, as an action, you become an avatar of fire. For one minute, you gain the following effects:

  • You gain immunity to fire damage.
  • The fire damage you deal ignores resistance and treats immunity as resistance.
  • You shed bright light in a 20-foot radius, and dim light for another 20 feet.
  • Whenever an enemy creature starts its turn in the bright light, it takes 2d6 fire damage or half as much if it starts its turn in the dim light.

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

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