Paladin
Base Class: Paladin

Tenets of the Flame

The tenets of the Oath of the Flame are a strict code of conduct that ensure the paladin maintains a vigilant watch over barriers between the material and fire planes. 
Douse the Flame. Do not let elemental fire burn wild in the material plane. Banish it back to the elemental plane of fire, or stomp it out with force. 
Maintain Secrecy. The world at large needs not know of your deeds. Only seek the help of outsiders when circumstances are dire. 
Courage Above All. The flame does not flicker with cowardace. Neither should you. Stand with courage, and fight with bravery. 
Defend From Flame. Others see chaos and destruction in the flames. You see nothing that can harm you. Ensure others are protected from the flame, even at the cost of yourself.

Channel Divinity

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

Blazing Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon as fire damage(with a minimum bonus of +1). The weapon also 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. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Dousing Strike. You can use your Channel Divinity to strike hard against a creature native to the elemental plane of fire (elementals, fire giants, fire salamanders, hell hounds, among others). As a bonus action, you cause the next attack you make that hits a creature from the elemental plane of fire to brand the creature with divine fury. The creature is vulnerable to this attack. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Cinders

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to fire damage and enemy creatures who suffer an attack of opportunity within the aura take additional fire damage equal to your Charisma modifier (minimum of 1) from the attack.

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

Consecrated Ground

Starting at 15th level, you can consecrate the ground under you causing it to harm your enemies and help your allies. As a bonus action, you cause your Aura of Cinders to consecrate the ground. This area moves with you and lasts for 1 minute.

Enemies who start their turn in the area suffer radiant or fire damage (your choice) equal to your Charisma modifier (minimum of one).

While this feature is active, your Lay on Hands heals for an additional amount of hit points equal to half your paladin level at no additional cost to your Lay on Hands pool of healing.

Once your use this feature, you cannot use it again until you finish a long rest.

Flamekeeper's Vestige

At 20th level, as an action, you can wreath your body in divine fire. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature hits you with an attack, they take fire or radiant damage (your choice) equal to your Charisma modifier (Minimum of 1).

Your attacks gain advantage against creatures of the plane of fire.

Your attacks deal an additional 10 fire or radiant damage (your choice).

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

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