Paladin
Base Class: Paladin

Paladins who take the Oath of Purification, known as Purifiers, see a world of sheep and wolves. Evil and heresy run rampant and good people are powerless to stop it. They take up arms and flames in defense of the innocent against both physical harm and corrupting influences. 

To these paladins, evil is bound not to individuals but the world itself; it is a disease that must be purged from the world. However, that does not absolve those who prey on the weak. Some people are too sick and are beyond saving.

Not everyone agrees with the zeal with which Purifiers approach their work, or their methods, which can seem extreme. But fire is an effective tool against darkness and plagues alike, and Purifiers make particularly effective use against all they see as impure.

Tenets of Purification

- Light the Darkness. The world can be a scary place, you must inspire hope in the downtrodden.

- No Mercy for the Wicked. Those who seek to do others harm must be hunted down and made to atone for their sins.

- Face Down Evil. Innocent people are counting on you to protect them. Retreating is not an option.

- No Rest Until it is Done. Once you have set your sights on a task, nothing else matters. Return home victorious, or not at all.

Channel Divinity

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

Cauterizing Weapon. As a bonus action, you can heat one weapon that you are holding using your Channel Divinity. For 1 minute, any creature you hit with this weapon is unable to restore hit points by any means until the beginning of your next turn.

Taunt. As a bonus action, you issue a challenge to a fearsome enemy. Choose a number of creatures up to your charisma that you can see to modifier to make a Charisma saving throw. On a failed save, they have disadvantage on all attacks rolls against any target other than you for one minute. This effect ends early if you are incapacitated or die.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Fervor

Starting at 7th level you, as well any allied creatures within 10 feet of you, add an additional 1d4 fire damage to their weapon attacks. A creature can benefit from this feature from only one paladin at a time.

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

Holy Flames

Beginning at 15 level, you may choose to change the damage type of any spell or feature the deals fire damage to instead deal radiant damage, or vice-versa. Once per turn, when you hit an enemy with an attack that deals fire or radiant damage, you may choose another enemy within 5 feet of that enemy to take damage of that same type equal to half your paladin level, rounded down.

Cleansing Inferno

At 20th level, as a bonus action, you can wreath yourself in intense flames. For 1 minute or until you are incapacitated, you are under the following effects:

Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

The reach of your melee attacks increases by 5 feet.

Your attacks score a critical hit on a 19 or 20, and you have advantage on attack rolls against aberrations, celestials, elementals, fey, fiends, and undead.

You ignore resistance to fire and radiant damage, and treat immunity as resistance.

All creatures, yourself included, that begin their turn within 10 feet of you take 10 fire damage.

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

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