Base Class: Paladin
Paladins of the Scorched Order dedicate themselves to protecting the natural order of the world, keeping it safe from fiends, and undead monstrosities. They place great emphasis on honor, justice, and one final death. Nothing can or should be exempt from the ever-present reaches of the end.
Tenets of the Scorched Order:
Courage. You must be dauntless in the face of adversity. To take one step back is to compromise the peace and security of all who you protect.
Self-Sacrifice. To give less than everything to your campaign is an insult to your cause and those who came before you. Give your life freely if it is to stave off the encroaching dark.
Righteousness. To wage eternal war against evil, you must represent what is good. Exercise honor, integrity, and selflessness.
Relentlessness. The servants of the dark are innumerable and tireless. Outmatch them in their inexorability.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Purging Flames. You can use your Channel Divinity to burn the wrongdoings from this world. When you use this ability, undead creatures within 15 feet of you must succeed a wisdom saving throw against your spell save DC or are immediately ignited in holy flames, taking 1d6 fire damage at the start of each of their turns for one minute while within the range. If these flames drop an undead creature to 0 hit points they are destroyed and left as a pile of ashes where they stood.
Ashen Prayer. You can use your Channel Divinity to ensure the righteous passage of life. When you kill a creature you can expend your bonus action on to use that slain creature's body to disintegrate partially into ashes, allowing you to give your allies temporary hit points equal to your Charisma modifier and Proficiency Bonus.
Oath Spells
Paladin Spells
|
Paladin Level |
Spells |
|
3rd |
Sanctuary, Burning Hands |
|
5th |
Detect Thoughts, Gentle Repose |
|
9th |
Fear, Melf's Minute Meteors |
|
13th |
Fire Shield, Wall of Fire |
|
17th |
Hallow, Geas |
Aura of Soot
Beginning at 7th level when you or an ally within 10 feet of you is hit with a critical hit, you can expend your reaction to give the attacker disadvantage on the attack, if they didn't already have it. If the attacker rolls a natural 1 on the attack, they are blinded until the start of their next turn, and take fire damage equal to you proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Radiant Eminence
Starting at 15th level, if you fall in battle, your spirit maintains its glory. If you are brought back from 0 hit points, the next attack you land deals an extra 3d8 radiant damage, and creatures that try to attack you until the start of your next turn have disadvantage. This light lasts for a minute, or until you are no longer in combat.
Disciple of Embers
Starting at 20th level, you become the embodiment of your radiant devotion, becoming emblazed with flames. As an action on your turn, you can erupt into flames. Creatures of your choice within 60 feet of you must succeed dexterity saving throws against your spell save DC, or take 8d10 fire damage on a failed save, and half as much on a successful one. Creatures that fail the save catch fire and take 2d6 fire damage at the start of each of their turns for 1 minute or until they use an action to extinguish their flames. Additionally, if a creature fails its save by 5 or more it is blinded for 1 minute.
Once you use this feature, you can use it again until you finish a long rest.
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