Paladin
Base Class: Paladin

An order focused on combat, Oath of the Eternal Flame paladins are often devotees of a fire deity. They are aggressive and decisive in taking up arms against the forces of darkness, fighting fire with fire. Their faith and explosive zeal can manifest as physical flame to burn away their god's foes, and is rooted in a deep mysticism. Proactive in doing a paladin's work, those of the order are frequently drawn away on adventures, carrying the torch for hope and justice.

TENETS OF THE ETERNAL FLAME

The order has a simple flame emblem that they use, but they also are known for a prominent red garment or having the flame emblem on their robes. While the oaths are broad, discernment is expected to be exercised, and oaths strictly kept according to each paladin's specific calling.

Renewal. To strive for an open heart that thirsts for divine knowledge and holds no pretenses, and to share this wisdom with others.

Cleansing. To burn away the evils of the world, first within, and to remain pure.

Inspiration. To celebrate and defend the things and people that spark joy.

Hearth. To remain fit for my deity's service and be a vessel for divine fire, and to help the world to grow and thrive.

Level 3: Oath of the Eternal Flame Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Eternal Flame Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Produce Flame and Create Bonfire cantrips.

Oath of the Eternal Flame Spells
Paladin Level Spells
3 Burning Hands, Searing Smite
5 Continual Flame, Pyrotechnics
9 Haste, Fireball
13 Freedom of Movement, Wall of Fire
17 Reincarnate, Flame Strike

Level 3: Flaming Weapon

You have learned how to call on your deity's fire and ignite your weapon with faith. When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with holy fire. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Fire damage.

The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that, and Undead or Fiends hit with it must make a Wisdom saving throw or start Burning.

You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.

Level 7: Flame of Rebirth

The flame of your deity's power burns deeply within you now, and shields you from sudden death and the fiery wrath of your foes.

You and your allies have resistance to Fire damage while in your Aura of Protection. In addition, you have advantage on death saving throws.

Level 15: Blazing Corona

Beginning at 15th level, the purity and strength of your faith manifests as a shimmering veil of nearly translucent fire around you, fortifying you and deterring attackers. Whenever you finish a long or short rest, you gain temporary hit points equal to your Charisma modifier+paladin level. While you have these temporary hit points, if a creature hits you with a melee attack, it takes Fire damage equal to your Charisma modifier.

Level 20: Fiery Nimbus

You have learned how to temporarily focus the always-present gift of divine fire you carry into an overwhelming aura of flames. As a Bonus Action, you can imbue your Aura of Protection with holy wrath, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Withering Heat. When a Fiend or Undead in the aura makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Fire Damage. Whenever an enemy starts its turn in the aura, that creature takes Fire damage equal to your Charisma modifier plus your Proficiency Bonus.

Searing Radiance. The aura is filled with Bright Light that counts as sunlight.

Fiery Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy wrath, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Withering Heat. When a Fiend or Undead in the aura makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Fire Damage. Whenever an enemy starts its turn in the aura, that creature takes Fire damage equal to your Charisma modifier plus your Proficiency Bonus.

Searing Radiance. The aura is filled with Bright Light that counts as sunlight.

 

Activate Fiery Nimbus

While your Aura of Protection is infused with holy power, it grants the following benefits:

Withering Heat. When a Fiend or Undead in the aura makes an attack roll or saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Fire Damage. Whenever an enemy starts its turn in the aura, that creature takes Fire damage equal to your Charisma modifier plus your Proficiency Bonus.

Searing Radiance. The aura is filled with Bright Light that counts as sunlight.

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