Paladin
Base Class: Paladin

Paladins who take an Oath of Flame zealously devote themselves to their purpose. They are unafraid of the throes of conflict, indeed, they often revel in it. Oath of Flame Paladins grow in strength as they take more damage during combat, a lethal balancing act. Adherents of the Oath of Flame often brand themselves with holy symbols as a testament to their faith and to improve their battle focus. They use their pain to empower their allies and bolster their own resolve in the midst of combat. They move quickly through the battlefield, carrying their burning faith as both a sacred shield and a scalding torch.

Out of the battlefield they might exhibit a monastic level of civility and composure. They are often not masochistic, although there are some who might gaze into the Flame of their own purpose too long and willingly (or unwillingly) become vessels for continual strife, called Firebrands. The Oath of Flame is all about balance; pain and sacrifice is balanced with purpose and victory, as their Tenets go.

TENETS OF THE FLAME

The tenets of the Oath of Flame drive a paladin to great deeds through balancing struggle.

The Flame of Purpose. Great and good deeds must be earned through tremendous struggle.

All Tests must be Met. Face challenges with faith and encourage your allies with your flame of Ambition.

Pain is Sacrament. As you live you die, it is not to be feared, but rejoiced.

Discipline is Succor. You must marshal the discipline to overcome the strife within that threaten to overwhelm your composure.

Oath of Flame Spells

An Oath of Flame paladin gains the following Oath spells at the paladin levels listed.

Paladin Level Spells
3rd Protection from Evil and Good, burning hands
5th Branding Smite, Warding Bond
9th Beacon of Hope, Fireball
13th Banishment, Fire Shield
17th Flame Strike, Hallow

Channel Divinity

3rd-level Oath of Flame feature

An Oath of Flame paladin of 3rd level or higher gains the following two Channel Divinity options.

Righteous Brand - As a bonus action, the paladin chooses to lose a number of hit points equal to three times their class level in exchange for empowered strikes. For the next minute, their weapons burst into flame and are considered magical and deal radiant or fire damage. Additionally, they have advantage on all melee weapon attacks.

Flame of Judgement - As an action, you force a number of creatures equal to your proficiency bonus that can see you within 30 ft. must make a CHA saving throw. On failure, the targets are blinded for 1 minute. On it's turn, it can attempt another saving throw to regain it's sight.

 

Aura of Flame

7th-level and 18th-level Oath of Flame feature

Starting at 7th level, the paladin, as well any allies within 15 feet of the paladin, gains a bonus to melee weapon attack rolls equal to the paladin’s proficiency bonus. A creature can benefit from this feature from only one paladin at a time. If the Paladin takes more than half of their total hit points in damage during the combat encounter, the Aura become even more powerful, applying the aura's bonus to ranged weapon and magic attacks shot or cast through the aura. If the paladin is healed past half their total hit points threshold, the Aura recedes back to its standard form.

The paladin becomes wrapped in the Flame of their purpose, shedding dim light out to the edge of their aura, when they enter combat. Allies effected by this aura feel their hearts aflame with ambition and their eyes burn with their own purpose.

At 18th level, the range of this aura increases to 30 feet.

The Firebrands were so feared because they would only get more fanatically devoted to victory the more damage their sustained. It was said they started to revel in the pain of holy conflict.

Bond of the Flame

15th-level Oath of Flame feature

The burning purpose of the Oath of Flame that wreaths the paladin forms a bond between their allies who stand beside them. When an ally who is within the Aura of Flame is hit by an attack, the paladin can use their reaction to absorb half of the damage. Once absorbed, the Paladin can empower their next strike with that damage, as they channel their purpose through the Bond of the Flame. If they do not, they take the damage again, as the flame of purpose grows too hot.

They can do this a number of times equal to their proficiency bonus.

Vessel of Flame

20th-level Oath of Flame feature

At 20th level, the paladin can, as an action, surround themselves with the manifested aura of their burning purpose that lasts for 1 minute. The aura produces bright light in the aura, dispelling even magical darkness in a 30-foot radius around the paladin. Whenever an enemy that is blinded by the paladin starts its turn in the aura, it takes 4d10 radiant damage. Additionally, the paladin and allies they choose in the aura are engulfed in the burning flame of their own ambition and purpose. Creatures that rely on sight have disadvantage on attack rolls against allies wrapped in the brilliance of their Flame.

While the aura lasts, the paladin can use a bonus action on their turn to cause their Flame of purpose in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes radiant damage equal to 3d10 + the paladin’s Charisma modifier.

After activating the aura, the paladin can’t do so again until they finishes a long rest.

This was once the last resort of the First Firebrand, broken under the endless onslaught of their foes. Become what even the Abyss fears, once again.

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