Paladin
Base Class: Paladin

 

The Oath of Ardor calls to paladins who live their code one choice at a time. They believe in justice and love with all their heart, but recognize that being a force for good sometimes means being willing to change. They stand by their decisions when they make them, but are free to adapt their methods as they learn and grow, stronger and wiser. They're trained to follow their hearts like fire follows fuel and oxygen, and this allows them to burn brighter, hotter, and longer. The intensity of their devotion to love and life allows them to tear through the strongest defenses, transmuting their willpower into purifying flames that burn even the fieriest demons.

TENETS OF ARDOR

Though the exact words and strictures of the Oath of Ardor vary, paladins of this oath share these tenets.

Zeal. Don’t take half measures. If you intend to do something, plan to go all the way.

Love. Embrace your friends and allies with your whole heart, and spare no effort to help them.

Purity. Cleansing both without and within is a sacred duty. Where there is corruption there is death.

Revitalize. Don’t let your actions or beliefs become rote or stagnate.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Ardor Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Ardor Spells

Channel Divinity

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.

Scouring Flame. As a bonus action, the Ardor paladin may select a creature they can see within 30’ and mark them for ritual cleansing. Until the beginning of the Ardor paladin’s next turn, all damage from any melee, ranged, or spell attacks (i.e. any attack with an attack roll, not a saving throw) made against that creature ignore all instances and sources of resistance and immunity.

Capture the Spark. As an action, the paladin targets one elemental he or she can see within 30 feet of him or her (only elementals with fire immunity are subject to this ability). The target must make a WIS saving throw (DC {{savedc:cha}}). On a failed save, the target is charmed by the paladin and must obey their commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. Any creature under this effect can always understand the paladin’s words. A creature summoned by a spell that will last less than 24 hours will instead return when it drops to 0 hit points, or when this ability ends, and will continue to obey the paladin’s commands even if the spell used to conjure them ends. An elemental whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Aura of Flame

Starting at 7th level, the paladin, as well as any allies within {{scalevalue}} of the paladin, gain resistance to fire damage.

A creature who already has resistance to fire damage becomes immune to fire damage instead.

At 18th level, the range of this aura increases to 30 feet.

Fiery Rebirth

At 15th level, any time the Ardor paladin casts revivify, its number of targets changes to “1 per charisma modifier (minimum of 1),” its range becomes 30 feet, any targets now regain your paladin level in hit points instead of just 1 hit point, and it no longer has verbal or somatic components. While the Ardor paladin does not need to retrieve or have in hand the 300g worth of diamond dust per target, the diamond dust is still consumed on casting from wherever the Ardor paladin has it stowed on their person. Furthermore, any creature returned to life in this way is instantly cleansed of any diseases or poisons.

Impassioned Oriflamme

At 20th level, the Ardor paladin can assume the form of a righteous fire that burns through foes and inspires their allies. Using an action, they undergo a transformation that wreathes them in flame that lifts them into the air like a pillar of raging flame. For 1 hour, they gain the following benefits:

  • Fiery wings sprout from their back and grant them a flying speed of 60 feet.
  • Any time you or a creature [Tooltip Not Found] creature’s next turn), all damage from any melee, ranged, or spell attack (i.e. any attack with an attack roll, not a saving throw) made against that creature ignore all instances and sources of resistance and immunity.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath Of Ardor Image