Paladin
Base Class: Paladin

Tenets of the Flamebearer:

  1. Ignite the Mind – Knowledge is the true fire. Seek wisdom, spread truth, and challenge ignorance wherever it is found.
  2. Defy Tyranny – No king, god, or force shall shackle the mind or body. Stand against oppression and fight for those who cannot fight for themselves.
  3. Sacrifice for the Future – True progress often requires suffering. Be willing to endure hardship so that others may thrive.
  4. Share the Fire – Hoarding power leads to corruption. Use your gifts to uplift others, not to control them.

Level 3: Oath of the Flamebearer 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 Flamebearer Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3 Burning Hands, Identify
5 Scorching Ray, Lesser Restoration
9 Fireball, Counterspell
13 Freedom of Movement, Wall of Fire
17 Flame Strike, Legend Lore

Level 3: Channel Divinity

  • Fire of Revelation – As an action, you conjure a spectral flame in your hand. For 10 minutes, you and allies within 10 feet gain advantage on Intelligence (History, Arcana, or Investigation) checks and can understand any written text as if under the effects of Comprehend Languages.

  • Judgment in Flame – When you hit a creature with a melee attack, you can use your Channel Divinity to brand them with Prometheus’ fire. They must make a Constitution saving throw. On a failure, they are restrained in searing chains of fire for 1 minute (they can repeat the save at the end of each of their turns).

Level 7: Aura of Influence

You radiate an aura of command and secrecy. Within 10 feet of you:

  • Allies cannot be silenced and can communicate telepathically with you.

  • You have advantage on Insight and Persuasion checks when speaking to those in power.

At 18th level, this aura extends to 30 feet.

Level 15: Titan’s Resolve

Once per long rest, when you drop to 0 HP, you can remain standing with 1 HP instead. You also emit a fiery explosion (10-foot radius) dealing 2d8 fire damage to enemies (Dex save for half).

Level 20: Champion of the Flame

As an action, you become an avatar of Prometheus for 1 minute, gaining the following benefits:

  • You emit bright light in a 30-foot radius and dim light for another 30 feet. Allies in this light regain 1d6 HP at the start of their turns.

  • Your melee weapon attacks deal an extra 2d8 fire damage.

  • When you cast a spell, you can choose to ignore material components that have a gold cost of 100 gp or less.

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