Paladin
Base Class: Paladin

In a world teeming with evil and darkness, some paladins find that revealing evil by the light of day is not enough to stop it - evil must be purged to ashes itself. A growing respect for the cleansing power of divine fire leads these warriors to the Oath of the Purifying Flame. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by fire.

 

Tenets of the Purifying Flame

With their rigid adherence to the concept of purity, those who follow the Oath of the Purifying Flame rarely deviate from swearing to the purest conceptions of the oath's tenets. The oath emphasizes purity, but its followers run the gamut of alignments based on what they personally believe to be pure and what they see as corruption. The tenets of purification are:

Banish the Darkness. Within darkness comes terror, and with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt that I encounter.

Cleanse All, Even Oneself. Evil and corruption must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will spread like a cancer. If corruption takes hold within my heart, it too must be cleansed before anything else.

Leave No Trace of Evil. If those who come after can glean the truth of my enemies' evil from the ashes I leave, then the ashes were not burned enough. Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten.

Purity Only Through Pain. There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will fail to purify anything.

Share the Flame. As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause, and I will lead those with smaller flames until they grow like a blazing beacon against the night.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Purifying Flame Spells

Aura of Cleansing

At 7th level, you gain resistance to fire damage. In addition, while you are conscious, you radiate a purifying aura within 10 feet of you. At 18th level, the range of this aura increases to 30 feet. The range of your Lay on Hands feature extends to match the range of this aura.

As an action, you can expend 5 points from your pool of healing to end one effect causing a creature within the aura to be blinded, deafened, or paralyzed. You can cure multiple diseases, neutralize multiple poisons, and end multiple effects causing blindness, deafness, or paralysis with a single use of Lay on Hands, expending hit points separately for each one. 

Channel Divinity

You gain two Channel Divinity options:

Cloaked in Fire. As an action, you become surrounded by fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your Paladin level on a failed save, or half as much on a success. 

Until the start of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy creature that ends its turn within 10 feet of you suffers the same damaging effect.

Purifying Flames. As an action, you fill one creature that you can see within 60 feet of you with divine fire, and any creatures that are inside the target's body or possessing the target take fire damage equal to twice your Paladin level. You can cure one disease on the target or end up to one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned.

In addition, the target has advantage on Constitution saving throws until the end of your next turn, and the next time it hits with a weapon attack before the end of your next turn, the attack deals bonus fire damage equal to your Charisma modifier + your Paladin level.

Purge By Fire

Starting at 15th level, when you deal fire damage with a spell or Paladin class feature to a creature you can see within 120 feet of you, you can choose to instantly cast Dispel Magic on that creature without expending a spell slot or requiring components. You can do this even if you do not have Dispel Magic prepared.

Once you have used this ability, you cannot use it again until you finish a short or long rest.

Eradicating Flame

When you reach 20th level, you can use your action to ignite one weapon you are holding with divine flame. The weapon is engulfed in roaring fire that doesn't harm the weapon or you. This fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and lasts for 1 minute or until you stop holding the weapon. The fire cannot be extinguished by normal means.

Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, the attack deals an extra 1d10 fire damage and 1d10 radiant damage, and if the target is flammable or is a creature, it is lit ablaze. Until someone takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns. If damage from the attack or the fire kills a target, the target is turned to ash. Once you have used this ability, you cannot use it again until you finish a short rest.

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