Base Class: Paladin
Tenets of Righteousness
Burn the Heretics. Those who follow in evil’s footsteps must be purged. Their death will be an example to those who come after.
Keep your friends close. Cherish those kindred spirits that travel with you and protect them to the end.
And your enemies closer. Never forget those who do evil or betray you. The longer they avoid the flame, the hotter you will burn them.
Celebrate the Rebirth. When the flames die down and the dust settles, the world will be a better place. Revel in the goodness you’ve fostered. You deserve it.
Oath Spells
1st level: Burning Hands, Faerie Fire
2nd level: Flame Blade, Continual Flame
3rd level: Fireball, Daylight
4th level: Wall of Fire, Elemental Bane
5th level: Immolation, Steel Wind Strike
Detect Non-Believer
You can use your channel divinity to find those who do not follow your path. Point a finger or a weapon at a creature you can see within 120 feet. They must succeed on a Charisma Saving Throw against your spell save DC. On a fail, you learn that creature’s current alignment and any god(s) it worships. You also learn that creature’s type, and if they are currently under the effects of a spell or ability that allows them to take a different form, alter their appearance or change shape.
Burn the Heretic
You can use your channel divinity to empower your Divine Smite. When you use a Divine Smite, you can use your Channel Divinity to make the damage Fire instead of Radiant, and add an extra 1d8 + Charisma Modifier to the damage rolled.
Aura of Torridity
Your fiery abilities acclimate you to hotter temperatures. As a result, you and all allies within 10 feet are considered resistant to Fire damage. Additionally, you and your allies within range are immune to the effects of extreme heat.
Stoke the Flames
At 15th level, your inner flame becomes your outer flame. You can spend 3 points of Lay on Hands to change the damage type of any spell to Fire when you cast it. Additionally, creatures that are normally resistant to Fire damage are considered to not be resistant to fire damage you deal.
Epitome of the Pyre
At 20th level, you can allow your inner fire to explode outwards in a glorious fashion. As an action, you become the Epitome of the Pyre. You gain the following benefits for a minute:
- You shed Bright Light out to 60 feet, and Dim light out to 120 feet. This light illuminates Magical Darkness and disperses fog.
- You are immune to Fire damage.
- All creatures you deal fire damage to are considered vulnerable to fire damage. If they are immune, they are instead considered resistant.
- You do not need to expend any points of Lay on Hands to make a spell deal fire damage through your Stoke the Flames ability.
- All creatures other than you or your allies that start their turn within 10 feet of you must make a constitution saving throw or take 5d4 fire damage. On a save, they take half damage.
Once you use this ability, you cannot use it again until you complete a Long Rest.
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