Paladin
Base Class: Paladin

Oath of fire

You have devoted yourself to worship the sun and its flames drawing your power froms its energy.
You have sworn to burn the enemies of your God by devine flame and protect the innocent the same way.

Flaming smite

Starting at 3th level, when hitting an attack, you may use your bonus action to do the following:

Until the end of your turn, Your weapon turns ablaze creatures hit by it take 3d8 Magical fire damage and must make a Dexterity save using your spell casting DC. On fail the creature is lit on fire and takes 1d6 fire damage on the start of each of its turns, until it uses an action to extinguise the flames

You can use this feature equal to half your proficiency bonus rounded up, and it resets on a long rest.

at higher level:

At 5th, 9th, and 15th level the damage increases by 1d8 and 1d6.

Flaming Rage

Starting at 7th level, you gain the ability to enter a state of flaming range.

As a bonus action:
- You become immune to fire damage
- Every time you hit a creature they take an additional 1d6 fire damage.
- When hit by fire damage you heal half the damage dealt.
- You gain a +2 bonus in strength to a maximum of 22.
- You cannot use other oath of fire features while in this state.
The effect lasts 1 minute, until you use a bonus action to end it, or until you are knocked uncontious.

You can use this feature once and it resets on a short rest.

Summon flames

Starting at 15th level you can conjure flames to ignite your enemies.

You gain charges of summon flames equal to 2 + your proficiency bonus, which reset on a long rest.

For 1 charge you can cast 'Firebolt' as a bonus action without using verbal or sematic components, even if you do not have the spell.
For 1 charge you can reduce fire or cold damage taken by 3d10 as a reaction.
For 3 charges you can cast 'Fireball' or 'Fire Shield' at thier lowest level without using a spell slot, verbal or sematic components, even if you do not have the spell. For an additional charge per level higher then 3, you can upcast fireball to max of 6th level.
For 4 charges you can cast 'Flame Strike'  at its lowest level without using a spell slot, verbal or sematic components, even if you do not have the spell. For an additional charge per level higher then 5, you can upcast fireball to max of 8th level.

 

Eternal flame

At 20th level you have the power of the suns wrath.
You can use either feature once per long rest.

You can cast the spell Meteor Swarm without expending a spellslot.

You point at one creature you can see within 120 ft. A beam of light decends from the sun burning everything within a 15ft wide, 300 ft tall cylinder around the creature.
Each creature in range must make a CON save using your spell casting DC or suffer 25d6 fire damage and 5d6 radiant damage or half as much an a successful save.. Creatures killed by this feature are turned to ash, aswell as anything they had worn or carried. Flamable objects caught in the radius are turned to ash.

 

 

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