Paladin
Base Class: Paladin

The Oath of Flame dedicates a paladin to the pursuit of rooting out and cleansing the corruption they see in their world. Sometimes referred to as hell knights, inquisitors, and red knights. It is rare that a paladin chooses to fight fire with fire, but those that have done so often exercise extreme caution. They are well aware of the destructive force of fire to anything in close proximity. Still, there have been those that have lost their temper, causing ruin and tainting the name of others that swear the oath.

Oath Spells

Oath of Devotion Spells

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Fiery Weapon. As an action, you can imbue one weapon that you are holding with flaming energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage made with that weapon (with a minimum bonus of +1). This extra damage is either radiant or fire. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

 

Warding Flare

At 7th level you can interpose divine fire between yourself and an attacking enemy. When you or another creature are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. If the creature is undead and fails the saving throw, it takes radiant damage equal to your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Out of the Ashes

Starting at 15th level, when you succeed on a death saving throw and have at least 1 Hit Die left, you may spend that Hit Die to regain hit points. You roll the die and add your Constitution modifier, regaining hit points equal to the total. If you spend a Hit Die in this way, you may also stand up from prone as a bonus action.

Phoenix Knight

At 20th level, you can assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Fiery wings appear on your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that. This light is sunlight.
  • Whenever an enemy creature enters or starts its turn in the bright light, the creature takes 10 radiant damage.

    In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. You also cannot be charmed, frightened or possessed by these enemies.

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

Previous Versions

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