Paladin
Base Class: Paladin

*Credit to Reddit user u/potts21 for the class, I just converted it to be DnDBeyond compatible.

The Oath of the Ancients is as old as the race of elves and even the rituals of druids. Sometimes called fey knights, green knights, or horned knights, Paladins who sweat to this Oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things in the world.

However, there are some that turn away from the preservation of life and come to embrace the cycle of new life from death. The cleansing flame that strips a forest, making way for new growth represents Paladins of the Ancient Flame- who alone understand that sometimes new life can only grow from the ashes.

TENETS OF THE ANCIENT FLAME

A paladin who takes this oath has the tenets of the Ancient Flame seared into the weapons and armor they carry.

Kindle the Flame. Through you acts of valor, wisdom, and sacrifice, kindle the flame of inspiration in the world, beating back despair.

Control the Burn. Control over fire represents control over order and chaos. If unchecked, the flames can spread and destroy. When understood and tamed, it can create civilizations. Extinguish flames where they rage uncontrolled or burn too brightly. Bring fire to places of primitive cultures and teach them to harness it; light the darkness and bring warmth.

Cleanse with Fire. Corruption must be burned out at its source. If allowed to spread, the treatment may become more harmful than the disease.

Rebirth. Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises.When bringing about destruction or death, plant the seeds for regrowth.

 

Oath Spells

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

Oath of Conquest Spells

Bonus Cantrip

When you take this Oath at 3rd level, you gain the Produce Flame cantrip if you don't already know it.

Channel Divinity

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

Ignite Weapon. As a bonus action, you can cause any weapon you are holding to erupt in flame, using your Channel Divinity. For 1 minute, you deal an extra 1d6 fire damage to your target whenever you hit it with a weapon attack. The damage dealt by this feature bypasses fire resistance, but not immunity. The weapon emits bright light in a 10-foot radius and dim light 10-feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained, the creature can repeat the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Aura of Flame Warding

Beginning at 7th level, ancient flames burn so heavily within you that it forms an arcane ward. You and friendly creatures within 10 feet of you have resistance to fire damage. At 18th level, the range of this aura increases to 30 feet.

From the Ashes

Beginning at 15th level, when you die you can instead choose to return to life with 1 Hit Point. When doing so, your body burns away to ash and you are reborn in a fiery explosion that deals 3d10 fire damage to all creatures within 10 feet of you. If you were prone when this feature was activated, you are instantly returned to a standing position.

Once this feature is used, it can't be used again for 1d8 days.

Phoenix Knight

At 20th level, you can assume the form of an ancient fire elemental, taking on an appearance you choose. For example, your armor might trail smoke or ash, your hair might become an open flame, or you might sprout flightless fiery wings from your back. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a Paladin spell that deals fire damage and has a casting time of 1 action, you can decide to cast it as a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your fire spells, and all fire damage you deal bypasses resistance and immunity to fire damage. Once you use this feature, you can't use it again until you finish a long rest.

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