Paladins that take the Oath of Ignition are a nomadic lot.They take to the roads for the sake of personal growth, and the glory that comes with burning the impurities from the land.
-Passion:Burn hott and bright.Put everything that you are into everything that you do.
-Power:It is in fire’s nature to grow.One spark can be the herald of a conflagration.Always strive to be stronger than you were yesterday, and better yet tomorrow.
-Control:Fire without purpose is destruction.Learn to hone your flame and focus it.Spare what is right and good.Burn the rest.
Oath of Ignition Spells
Paladin Level
Spells
3rd
Faerie Fire, Hellish Rebuke
5th
Flame Blade, Flaming Sphere
9th
Fireball, Elemental Weapon*
13th
Fire Shield, Wall of Fire
17th
Immolation, Conjure Elemental**
*Fire Damage Only
**Only conjures fire elementals
-Channel Divinity: When you take this oath at 3rd level, you gain the following two channel divinity options:
-Turn The Elements:You can use your Channel Divinity to lace your words with power that inspires primordial fear in elementals.As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw.On a failed save, the elemental is turned for 1 minute or until it takes damage.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you.It also can not take reactions.For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving.If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.
-Scorching Step: You can use your Channel Divinity to move with the ferocious speed of the conflagration.As an action you may use the Dash action without provoking attacks of opportunity.All adjacent creatures to your line of movement must succeed on a Dexterity saving throw or take 1d10 fire damage.
-Aura of Summer:Starting at 7th level, you emit comforting warmth like a tavern’s hearth.You and friendly creatures within 10ft of you gain resistance to fire and cold damage.
At 18th level, the range of this aura increases to 30ft.
-Scorching Rebuke:Starting at 15th level, no attack against you goes unpunished.Whenever a creature hits you with an attack, the creature takes fire damage equal to your Charisma modifier (minimum 1) if you are not incapacitated.
-Searing Avatar:At 20th level, you become an unstoppable force of wrath.As an action, you can ignite your form to become a herald of the inferno, gaining the following benefits for 1 minute:
-You gain immunity to Fire and Cold damage
-You surround yourself with super heated air forming a shield that imposes disadvantage on all ranged attacks against you.
-You gain a breath weapon.As a bonus action make a ranged spell attack against a target within 30ft.If the attack hits, the target takes fire damage equal to 3d10 + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
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Oath of Ignition
Paladins that take the Oath of Ignition are a nomadic lot. They take to the roads for the sake of personal growth, and the glory that comes with burning the impurities from the land.
-Passion: Burn hott and bright. Put everything that you are into everything that you do.
-Power: It is in fire’s nature to grow. One spark can be the herald of a conflagration. Always strive to be stronger than you were yesterday, and better yet tomorrow.
-Control: Fire without purpose is destruction. Learn to hone your flame and focus it. Spare what is right and good. Burn the rest.
Oath of Ignition Spells
Paladin Level
Spells
3rd
Faerie Fire, Hellish Rebuke
5th
Flame Blade, Flaming Sphere
9th
Fireball, Elemental Weapon*
13th
Fire Shield, Wall of Fire
17th
Immolation, Conjure Elemental**
*Fire Damage Only
**Only conjures fire elementals
-Channel Divinity: When you take this oath at 3rd level, you gain the following two channel divinity options:
-Turn The Elements: You can use your Channel Divinity to lace your words with power that inspires primordial fear in elementals. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, the elemental is turned for 1 minute or until it takes damage.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactions. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.
-Scorching Step: You can use your Channel Divinity to move with the ferocious speed of the conflagration. As an action you may use the Dash action without provoking attacks of opportunity. All adjacent creatures to your line of movement must succeed on a Dexterity saving throw or take 1d10 fire damage.
-Aura of Summer: Starting at 7th level, you emit comforting warmth like a tavern’s hearth. You and friendly creatures within 10ft of you gain resistance to fire and cold damage.
At 18th level, the range of this aura increases to 30ft.
-Scorching Rebuke: Starting at 15th level, no attack against you goes unpunished. Whenever a creature hits you with an attack, the creature takes fire damage equal to your Charisma modifier (minimum 1) if you are not incapacitated.
-Searing Avatar: At 20th level, you become an unstoppable force of wrath. As an action, you can ignite your form to become a herald of the inferno, gaining the following benefits for 1 minute:
-You gain immunity to Fire and Cold damage
-You surround yourself with super heated air forming a shield that imposes disadvantage on all ranged attacks against you.
-You gain a breath weapon. As a bonus action make a ranged spell attack against a target within 30ft. If the attack hits, the target takes fire damage equal to 3d10 + your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.