Paladin
Base Class: Paladin

The Oath of the Guarding Light binds paladins to the ideals of protection, mercy, power, and strength. The Oath values protection, as its paladins, also called Sentinels, Guardians, red knights, and Blazekin, strive to keep those that cannot defend themselves safe and alive. They adorn their weapons and armour with flames, symbolising rebirth and power. They believe that if the protection of the innocent is not maintained, all light will be extinguished and all life will cease to exist. In times of great danger, Paladins will arise and swear to defeat the powerful forces of evil that threaten the world or its people.

In addition you also learn the sacred flame cantrip.

Channel Divinity

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

 Fiery Weapon. As an action, you can imbue a weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 2d6 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

The extra damage increases to 3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level.

Light of Dawn. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 4 x your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

protection from evil and good, burning hands

5th

lesser restoration, flaming sphere

9th

fireball, revivify

13th

fire shield, wall of fire

17th

flame strike, Immolation

Aura of Burning Light

Starting at 7th level, your divine power aids your companions to strike down their enemies. You can use your bonus action on any ally within 10 feet of you or yourself. If this ally (or yourself) then hits with a melee attack, they do additional fire damage on the attack equal to your Charisma modifier.

At 18th level, the radius of this effect increases to 30 ft. Additionally, when you use this feature, it works for all attacks for that creature's round, and the damage becomes twice your charisma modifier.

Out of the Ashes

Starting at 15th level, when you succeed on a death saving throw and have at least 1 Hit Die left, you may spend that Hit Die to regain hit points. You roll the die and add your Constitution modifier, regaining hit points equal to the total. If you spend a Hit Die in this way, you may also stand up from prone as a bonus action. You also gain immunity to fire damage

Phoenix Knight

At 20th level, you can assume the form of a great angel, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Fiery wings appear on your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that. This light is counted as sunlight.
  • You and all allies within 30 feet of you are under the effects of a protection from evil and good spell.
  • You emanate an aura of the Guardian Light in a 30-foot radius. Aberrations, celestials, fey, fiends and undead in the aura have vulnerability to fire and radiant damage. When an hostile creature enters this radius for the first time, they must immediately make a Dexterity saving throw versus your spell save DC, taking 5d10 fire and 5d10 radiant damage on a failure and half that amount on a success. A creature that failed the save must make the save for each consecutive turn or take 1d10 fire damage at the start of each of their turns when in range of this aura. In addition, you and friendly creatures in the aura are immune to being frightened, charmed, or possessed by creatures of the aforementioned types.

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

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