Base Class: Paladin
The duty of a Keeper of the Flame is to collect the souls of those who escaped the pits of hell. Whether resurrected with dark magic or cheated death by luck or magical foresight the members of the Order of the Flame will not rest until you are dead. The Order of the Flame is made of members Keepers of the Flame. They seek to fill the vacancy in the underworld with the souls who escaped it but should they not find any you might find yourself in their place. Members of the Order obscure there faces with masks made of gold and black hoods. Their sashes are crimson red, dyed in the blood of those who would appose them. They are feared by all but those who cheat death cower in fear from the Keeper of the Flame
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Flames Light. As an action, you present your holy Flames Light, using your Channel Divinity. As an action, creatures within 30 ft. of you that can see you make a Wisdom saving throw, unless it is immune to being blinded. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is blinded for 1 minute or until it takes any damage. While blinded, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Blades Justice. As a bonus action, you can stoke the flames might onto your blade and target a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Oath Spells
You gain oath spells at the paladin levels listed.
Keeper of the Flame Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Flames Avenger
By 7th level, your the Flames goading helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
Flames Renewal
The Flames work must be done. Starting at 15th level, once per long rest when you should die roll a d20 it has the following results:
|
Roll |
Result |
|
1 |
The Flame consumes you in a flash of fire creatures including allies take 6d6 fire damage and are blinded for 1 minute. Your body is burned completely leaving only ashes. |
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2 |
The Flame consumes you in a flash of fire creatures excluding allies take 6d6 fire damage and are blinded for 1 minute. Your body is burned completely leaving only ashes but the flame propels your soul into the nearest corps. If one is not available your blade is filled with your soul becoming a magic weapon +1 that can be used as a Hexblade. |
|
3-4 |
The Flame consumes you in a flash of fire creatures excluding allies take 6d6 fire damage and are blinded for 1 minute. Your body is undamaged and any who touch it are banished to the abyss for one minute this effect can trigger 5 times. The Flame does not take kindly to defilers of the dead. |
|
5-6 |
The Flames power sends you into the mind of the nearest creature; you gain control over them for 1d4 hours and can jump to a different mind to extend this time. |
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7-9 |
The Flames power sends you into the mind of the nearest creature; you gain control over them for one hour and can jump to a different mind to extend this time. You can make a contested check against their intelligence with your charisma on a success you can control them for 2d6 hours. |
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10-11 |
The Flames power sends you into the mind of the nearest creature; you gain control over them for one hour and can jump to a different mind to extend this time. You can make a contested check against their intelligence with your charisma on a success you can control them for 2d6 days. |
|
12-13 |
The Flames power sends you into the mind of the nearest creature; you gain control over them for one hour and can jump to a different mind to extend this time. You can make a contested check against their intelligence with your charisma on a success you can control them permanently. |
|
14-15 |
The Flames power sends you into the mind of the nearest creature; you gain control over them for one hour and can jump to a different mind to extend this time. You can make a contested check against their intelligence with your charisma on a success you can control them permanently your stats and abilities replace theirs. |
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16-17 |
You enter death saves with two fails. |
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18 |
You enter death saves with two successes. |
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19 |
You stabilize at 1 hp |
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20 |
You enter an enraged state with advantage on all attacks and half hp dealing fire damage equal to your charisma modifier on each hit for 1 minute. After the minute you drop to 1 hp regardless of your hp at the end of the minute. |
Flames Vengeance
At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- A flaming aura engulfs you and grants you a flying speed of 60 ft. and grant you a flying speed of 60 feet.
- You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Dexterity saving throw or take 8d6 fire damage and necrotic ( both types one damage roll). Attack rolls against you cause creatures to take 2d6 fire damage and necrotic damage( both types one damage roll).
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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7/29/2022 12:37:43 AM
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7/29/2022 1:12:21 AM
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