Base Class: Paladin
Paladins who swear the Oath of the Flame are driven by the belief that the world is filled with both bright, life-sustaining flames and dangerous, consuming fires. They see themselves as keepers of the balance between these forces, responsible for nurturing the righteous and stamping out the wicked.
To a Flamebearer, a person’s potential is like a small spark—capable of growing into a blazing inferno of virtue or, if left unchecked, turning into an uncontrollable wildfire of destruction. These paladins dedicate themselves to kindling the flames of those who show promise, helping them grow and become beacons of hope. At the same time, they recognize when a fire must be smothered: whether it's a dangerous idea that threatens to spread or an individual whose heart has been consumed by darkness.
They are not cruel or merciless, but they are firm in their belief that sometimes the only way to protect the world is to allow certain fires to burn out completely, before they can cause harm.
Tenets of the Flame
Paladins who follow the Oath of the Flame hold these tenets close to their hearts, guiding their actions and shaping their decisions:
Kindle the Worthy
Nurture the sparks of goodness wherever you find them. Help those worthy of your care grow into the brightest flames they can become.
Extinguish the Corrupt
Where evil burns, it must be put out. Do not hesitate to destroy what is tainted or corrupted, even if it once had potential for greatness. A fire that threatens the world must not be allowed to spread.
Respect the Balance of Fire
A fire is both a creator and a destroyer. Understand the difference between nurturing a spark and preventing a wildfire. Know when to act and when to stand aside.
Level 3: Oath of the 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 Flames Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Healing Word, Guiding Bolt |
| 5 | Prayer of Healing, Heat Metal |
| 9 | Revivify, Fireball |
| 13 | Fire Shield, Wall of Fire |
| 17 | Mass Cure Wounds, Flame Strike |
Level 3: Flame’s Balance
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Channel Divinity: Flame's Sanctuary
You can use your Channel Divinity to shield your allies with the warmth of your sacred flame.
When a creature you can see within 60 feet is targeted by an attack, you can use your reaction to grant the creature temporary hit points equal to 1d6 + your Charisma modifier. These temporary hit points are granted before the damage is rolled. If the triggering damage is fire damage, the temporary hit points granted are doubled.
The temporary hit points increase by 1d6 as you gain levels in this class 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Channel Divinity: Immolation
You can use your Channel Divinity to unleash a burst of purifying flame, burning those who stand against you.
As an action, you cause searing flames to erupt in a 15-foot radius centered on yourself. Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save.
The damage increases by 1d8 as you gain levels in this class 5th level (4d8), 11th level (5d8), and 17th level (6d8).
Level 3: Blazing Strikes
3rd-level Oath of the Flame feature
At 3rd level, when you take this Oath, you are imbued with the essence of fire. You can choose one of the following cantrips to gain, Produce flame, Light, Fire bolt or Control flames, Charisma is your spellcasting modifier for the cantrip selected by this feature.
In addition, you can channel the power of flame through your attacks. Whenever you deal damage with an unarmed strike, weapon attack, Divine Strike, Radiant Strikes or a spell from your Oath of the flame spell list you can choose to replace the damage type with fire damage.
Level 7: Sculptor of Flames
7th-level Oath of the Flame feature
Starting at 7th level, your mastery over fire allows you to protect your allies, punish your enemies, and command your own momentum. You gain the following benefits:
- Flame’s Protection. While an ally is within your Aura of Protection, it gains resistance to fire damage.
- Searing Retribution. When you deal fire damage to a hostile creature within your Aura of Protection, that creature’s resistance to fire damage is ignored.
- Blazing Agility. You are constantly under the effects of the jump spell. In addition, when you would take fall damage, you can use your reaction to negate it by propelling yourself upward on a burst of flame.
Level 15: Emberstride
15th-level Oath of the Flame feature
Channeling the fire that courses through your soul, you can ignite your steps in a trail of blazing light. During your turn, you can choose to activate Emberstride, gaining the following benefits until the start of your next turn:
- Your movement doesn’t provoke opportunity attacks.
- Each time you move within 5 feet of a creature, you can choose to either deal 2d6 fire damage or heal the creature for 2d6 hit points. A creature can be affected by this feature only once per turn.
You can use this feature a number of times equal to your Charisma modifier (minimum 1), and regain all uses after a long rest.
Divine Spark
20th-level Oath of the Flame feature
When your light is nearly extinguished, the flame within you blazes anew, burning away despair and kindling hope in all who witness it.
As an action on your turn, or when you are reduced to 0 hit points, you can choose to use this feature (no action required). When you do, you ignite in divine fire, regaining half of your maximum hit points and unleashing a surge of power that transforms you for 1 minute. When you transform, all allies who can see you gain Heroic Inspiration.
When you assume your Flame Form, you immediately unleash a wave of purifying fire in a 30-foot emanation. Enemies of your choice in the area must make a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much damage on a successful one. Allies are unharmed by this fire.
For the duration, you gain the following benefits:
Wings of Flame. You sprout blazing wings that grant you a flying speed of 60 feet and immunity to fire damage.
Flame’s Fury. Once on each of your turns when you deal fire damage to a creature, you can cause that creature to take an extra 2d8 fire damage.
Flame of Life. Once on each of your turns when you deal fire damage, you can choose one creature you can see within 60 feet of you. That creature regains 2d8 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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