Paladin
Base Class: Paladin

They are the last light in the darkness keeping their friends and any whoever else needs it, warm and safe. Paladins who follow this order can most often be found on the road as travelers who go from inn to inn and from fire to fire, helping those on the way. For as long as they have a fire to keep them warm and are repaid with kindness, they are said to be the most joyous of companions. But if you find yourself as their enemy and on the other side of these kind strangers' smile, you wish you would have been more considerate of your actions.

Tenets of Sparks

The Tenets of the Oath of the Spark are typically sewed into the collar of a warm coat or carved into a pipe:

Home Is where the Hearth Is. Do not decline an invitation made with good intentions because a burning hearth keeps the spirit alight.

Smile. No matter the situation, always wear a smile. Because a smile brings courage to to the hearts of the weak.

Spark a Flame. Always leave a place warmer than you found it, for even just a little kindness can ignite the biggest fire within a somber soul.

Punish the Abusers. Those who want see people suffer and prey on the weak are going to feel the heat of your fire.

Avoid the Cold. The cold does not suit you. So if you can not warm the place around you, avoid it at all cost, for it could leave you frozen forever.

 

Channel Divinity

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

Pass the torch. You can use your Channel Divinity to spark a smile of inspiration on a persons face and a flame in their heart. As an action choose one creature that you can see within 60 feet of you. That creature gains proficiency in a skill, tool or saving throw you are also proficient in, for one hour. If they are already proficient in the skill or tool, their proficiency bonus is doubled for any ability check you make using the chosen skill or tool instead.

Ignite a spark. You can use your Channel Divinity to spark additional flames on an already burning foe. As a bonus action you can mark a creature within 5 feet of you until the start of your next turn. Whenever the marked creature takes fire damage, the spark ignites for an additional 1d8 fire damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Spark Spells
PALADIN LEVEL SPELLS

3rd

burning hands, heroism

5th

enlarge/reduce, heat metal

9th

beacon of hope, fireball

13th

fire shield, wall of fire

17th

immolation, mass cure wounds

Aura of the Hearth

Starting at 7th level, your presence guides the warmth around you so long as you're not incapacitated. You and friendly creatures within 10 feet of you have resistance to fire and cold damage. Additionally, you and any friendly creature within the aura can, whenever dealing damage, choose to deal fire damage instead. At 18th level, the range of this aura increases to 30 feet.

 

Fire in the Darkness

Starting at 15th level, your presence on the battlefield keeps your friends going, no matter how dire the situation.

Whenever a creature you can see gets reduced to 0 hit points or dies, you can use your reaction to choose a number of creatures within 60 feet of you, that can either see or hear you, equal to your Charisma modifier (minimum of 1). Each creature gains temporary hit points equal to your level in this class + your Charisma modifier (minimum of 1).

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

 

Symbol of Courage

At 20th level, you are the one who keeps the fire burning and the cold at bay. Using your action, you undergo a fiery transformation, becoming a true avatar of the spark.

For 1 minute you gain following benefits:

  • You gain immunity to fire and cold damage.
  • Any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
  • Friendly creatures within 30 feet of have advantage on death saving throws.
  • Fires within 60 feet of you cannot be extinguished by nonmagical means.

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

 

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