Base Class: Paladin
The Oath of Jerry binds a paladin to the loftiest ideals of chaos, madness, and fire. Sometimes called pyromaniacs, flaming knights, or flame-heads, these paladins support the lord Jerry in everything he does, fighting with fire in pursuit of chaos and the expansion of the Jerry hive. They hold themselves to the highest standards of the Jerry hive, and some, for better or worse, attempt to force the rest of the world to have the same standards. Many who swear this oath are devoted to Jerry completely and generally have high ranks in the cult. They hold Archpyromaniacs —the perfect servants of Jerry—as their ideals, and incorporate images of flames and bombs into their helmets or coats of arms.
TENETS OF JERRY
Though the exact words and strictures of the Oath of Jerry vary, paladins of this oath share these tenets.
Chaos. Always push to spread chaos. May the world light on fire for all eternity!
Madness. Never let people think you are harmless, unless undercover. You are mad and you are proud!
Cameraderie. Stick with the hive, protect the high ranking, and punish those who oppose Jerry. Show no mercy to Jerry’s foes especially those who have betrayed him.
Recklessness. No second thoughts. Rush into battle and defeat your enemy. For we are Jerry, and Jerry is strong!
Channel Pyromania
When you take this oath at 3rd level, you gain the following two Channel Pyromania options.
Blazing Weapon. As an action, you can set one weapon that you are holding on fire, using your Channel Pyromania. For 1 minute, you add 1d4 fire damage to attack rolls made with that weapon. The weapon also sets on fire which emits light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
We are Jerry. As an action, you present Jerry’s symbol and speak Jerry’s sacred words of recruitment, using your Channel Pyromania. Each creature that hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is one of Jerry’s followers and will fight for Jerry for 1 minute or until it takes damage.
An affected creature must spend its turns acting according to Jerry’s agenda, and it can’t willingly attack any other followers. It also can’t be charmed.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
PALADIN LEVEL | SPELLS |
---|---|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Flame
Starting at 7th level, you and friendly creatures within 10 feet of you gain a resistance to fire while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Flaming Spirit
Beginning at 15th level, you are always under the effects of the Investiture Of Flame spell.
Flaming Nimbus
At 20th level, as an action, you can emanate an aura of fire. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 fire damage and is blinded for 1d4 turns.
In addition, for the duration, you have advantage on saving throws against spells cast by anyone in the light.
Once you use this feature, you can’t use it again until you finish a long rest.
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