Base Class: Paladin
Paladins who swear the Oath of the Nephilim embody the duality of destruction and healing, channeling their soul’s flame to bring salvation or annihilation. This path demands a deep sacrifice, as wielding their power exacts a toll on both body and spirit.
Tenets of the Nephilim
The tenets reflect the balance between suffering and salvation:
- Sacrifice: Embrace your pain; it is the price for your strength.
- Burn Bright: Let your soul's flame light the way for others, even if it consumes you.
- Dual Purpose: Use your flame to heal the wounded and scourge the wicked.
- Preserve Humanity: Guard your emotions and compassion, even as the flame tests you.
Level 3: Oath of the Nephilim 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 Nephilim Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Burning Hands, Cure Wounds |
| 5th | Flame Blade, Lesser Restoration |
| 9th | Fireball, Revivify |
| 13th | Wall of Fire, Aura of Life |
| 17th | Flame Strike, Mass Cure Wounds |
Level 3: Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options:
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Soul Burn: As a bonus action, you wreathe yourself in a white flame that burns enemies and heals allies. For 1 minute, your melee weapon attacks deal an extra 1d6 radiant damage, and you can use an action to heal a creature you can see within 30 feet for hit points equal to your paladin level. Each use deals radiant damage to you equal to your proficiency bonus.
-
Light of Purity: As an action, unleash a burst of soul flame in a 20-foot radius. Enemies must make a Dexterity saving throw, taking radiant damage equal to 2d10 + your paladin level on a failure or half as much on a success. Allies within the radius are healed for half the radiant damage dealt.
Level 7: Aura of Burning Soul
Starting at 7th level, your soul's flame bolsters those around you. Creatures of your choice within 20 feet gain resistance to fire damage and can add your Charisma modifier to healing effects they receive.
Level 15: Flamebound Resilience
At 15th level, your body has grown accustomed to the agony of your flame. When you take damage from your own abilities, reduce that damage by half. Additionally, if you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and unleash a burst of soul flame, forcing all enemies within 10 feet to make a Dexterity saving throw or take radiant damage equal to 3d10 + your paladin level this can only be used once per long rest.
Level 20: Pristine Soul
At 20th level, you can unleash the true potential of your soul's flame as an action. For 1 minute, you gain the following benefits:
- Your melee attacks deal an additional 2d8 radiant damage.
- At the start of your turn, you and all allies within 30 feet regain hit points equal to your Charisma modifier.
- You emit bright light in a 30-foot radius and dim light for an additional 30 feet, dispelling magical darkness.
However, the strain is immense. At the end of the transformation, you gain a level of exhaustion and must succeed on a DC 15 Constitution saving throw or lose your emotions for 1 hour, suffering disadvantage on Charisma checks and saves.
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