Base Class: Paladin
The Oath of the Flame is a brutal and punishing one. Sometimes called flame breakers, red knights, or (not usually face-to-face) loose cannons, paladins who take the Oath of Flame often train harder than many other paladins and are most likely to punish themselves for a mistake. They quite literally believe in the idea of ‘trial by fire’ and do not consider themselves an exception to this. They often have red or orange elements to their armor and weapons, sometimes adding depictions of flames on these items. They most often worship gods that grant the Fire Domain to their clerics.
Tenets of the Flame
Paladins who take the Oath of the Flame collectively follow these tenets.
- Wildfire. Be a relentless force. Those who have done wrong will know their mistake.
- Feed the Flames. Never stop training. Only let your flame grow brighter.
- Perfect Pyre. No one is exempt of punishment, including yourself.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Trial by Fire. As an action, you present your holy symbol and invoke the wrath of your deity, sending a ring of flame from your body. Each hostile creature in a 10 foot radius must succeed on a Dexterity saving throw (DC {{savedc:cha}}) or take 4d6 fire damage. A target takes half as much damage on a successful save. Each fiend, fey, or undead creature in the radius has disadvantage on its saving throw. This damage ignores resistance and treats immunity as resistance instead. At 18th level, the range of this ring increases to thirty feet.
Fiery Smite. You can imbue your attacks with flame. When you deal fire damage to an enemy, you can deal the maximum amount of fire damage that could be rolled on the damage dice.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Flame Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Heat
Starting at 7th level, your fiery spirit emits a magical aura with a 10 foot radius. When a creature that is hostile to you enters the aura for the first time on its turn or ends its turn there, that creature must succeed on a Dexterity saving throw (DC {{savedc:cha}}) or catch fire. While on fire, they take 1d6 fire damage at the start of their turn. These flames persist until doused. A creature can spend an action to put out the flames on itself or an ally within 5 feet.
Additionally, you and friendly creatures within the aura have resistance to fire and cold damage.
At 18th level, the range of this aura increases to 30 feet.
Vengeful Pyre
Starting at 15th level, the flames within your spirit refuse to be extinguished. When you are reduced to 0 hit points and are not killed outright, you can make a DC 15 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Additionally, on a successful save, each creature in a 10 foot radius must succeed on a Dexterity saving throw (DC {{savedc:cha}}) or take 2d8 fire damage.
Each time you use this feature after the first, the DC of the Constitution saving throw increases by 5. When you finish a short or long rest, the DC resets to 15.
Molten Mantle
Starting at 20th level, you can become one with the power granted to you. Your hair turns to flame, your eyes become fire, and your veins glow bright with divine energy. Using your action to undergo the transformation, you gain the following benefits for 1 minute:
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
- The damage from your Aura of Heat increases to 2d6, and hostile creatures automatically fail their Dexterity saving throw. Additionally, the flames cannot be doused until the duration of this feature ends.
- When you are subjected to fire or cold damage, you take no damage and instead regain a number of hit points equal to the fire or cold damage dealt.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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1/21/2022 12:12:19 AM
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