Paladin
Base Class: Paladin

The Oath of the Eternal Flame binds the paladin to the lantern upon discovery, gifting the paladin with new found abilities. The flame looks to feed on the souls of evil and malicious beings, never allowing you to use it’s power to harm the innocent. There is only one who can use the eternal flame at any given point in time, for it has great and terrible power within its cold violet embers. While it has the power to save many, the eternal flame is host to it’s own consciousness with the Ancient dragon Callamu’s soul residing within, and so it’s only by his decree that you are able to harness the flame at all. With it one could become savoir to all, or a tyrant to many. The cost of such a power has yet to be told, but it is by working with this dragon that either of you are able to experience the world. Will you have the power to overcome the soul residing within or will it overcome you and just become another pawn to it’s cold flames.

 

Eternal Flame

All fire damage you deal is instead counted as cold damage.

Eternal Magic

You gain oath spells at the paladin levels listed.

Oath of Eternal Flame Spells
PALADIN LEVEL SPELLS

3rd

Hellish Rebuke, Armor of Agathys

5th

Continual Flame, Flaming Sphere

9th

Melf's Minute Meteors, Revivify

13th

Fire Shield, Wall of fire

17th

Flame Strike, Hold monster

Channel Divinity

Fiery Weapon. As a bonus action, you can imbue a weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d6 cold damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

The extra damage increases to 2d6 at 9th level and 3d6 at 17th level.

Lantern Throw.  Once per long rest, you can throw your lantern to one area within 30 feet, causing the lantern to explode in a fiery explosion, which damages everyone within a 15-foot diameter circle with 2d10 cold damage. The soul of the dragon then merges with your sword on your next turn, making it unable for you to cast any spells for the next minute, and your sword is on fire. Your attacks with this sword have ranged touch in a 15-foot cone. Your attacks deal an additional 2d6 cold damage. Once the minute is up, your sword loses its flames and the lantern reforms in your off-hand.

Eternal Torment

Starting at the 7th level, whenever an enemy creature dies within a 60-foot radius, you heal 1d6 hitpoints and trap the soul of the victim within the lantern. As a bonus action, you can expend a spells slot to increase the radius of this feature by 10 feet per spell slot used, to which the radius is increased for 1 hour. There are no additional damaging effects.

At 17th level, the healing of this feature is upgraded to 1d10.

Eternal Fortitude

Starting at 15th level, if you are reduced to 0 hp, and you have a hit die remaining, the soul of Callamu forces you to revive, expending a hit die, causing you to revive with 1 hp. You also roll the hit die, adding your charisma modifier. As a reaction, you are able to stand up from prone, if you were knocked out during an enemy's turn.

Eternal Servitude

At the 20th level, with the allowance of Callamu, roll a 1d10, you expunge a number of souls, equal to the number rolled on the d10 plus your Charisma modifier, trapped within the lantern into the earth creating an undead burning legion controlled by you. For 1 hour, these creatures are able to maintain physical form. 

This feature creates Flameskull that are loyal only to you. These creatures are only able to act according to your specific commands. They will move or attack based on your specific command, and commands can be done during their turn. All damage the flameskulls do, cause cold damage and are counted as magical for purposes of resistance and immunity.

Any time damage would cause you to be knocked out, you are instead reduced to 1hp, and 1 Flameskull is instead destroyed and the soul is returned to the lantern. 

At the end of the duration, all skeletons are destroyed, and all souls are returned to the lantern.

This spell can only be used per day.

Previous Versions

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8/16/2020 1:55:53 AM
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