Paladin
Base Class: Paladin

The Oath of the Flame calls to those who wish to be the flame that guides the innocent through the darkest of nights and burns away the wicked who dwells in the darkness. Paladins who take the Oath of the Flame all share a burning passion for battle, a blazing empathy for others, and a fiery determination to both keep the flames of hope alight in every soul and to burn away corruption and darkness. These paladins are sometimes called flame knights or knights of the burning circle, as they often share and teach the belief that the element of fire itself is a cyclical element of both destruction and renewal in its purest form. 

 

TENETS OF THE FLAME

Paladins who take the Oath of the Flame often compare their souls to a burning flame within and have memorized these tenets, often while staring into an open flame.

Kindle the Flame. Be the blazing beacon of hope for others even in the darkest of times. Let your actions and deeds inspire hope and determination.

Spread the Flame. Let the flames of hope spread like wildfire to everyone you meet and serve, for your inner flame is the source.

Fuel the Flame. Let the light of your inner fire spark the flames of hope in the hearts of the hopeless. Give others the fuel they need to rekindle their inner flame.

Nurture the Flame. Never let your own inner flame flicker or dwindle. Do not let the darkness swallow your hope.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Flame Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Flame Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Flames of Battle. As a bonus action, you can use your Channel Divinity to cause wisps of flames to wreath your body and envelope your weapons. These flames shed bright light up to 10 ft. and dim light another 10 ft. For 1 minute, your weapon attacks deal an extra 1d8 fire damage, and whenever a creature hits you with a melee attack, it takes fire damage equal to half the damage it dealt to you.

Kindle Fervor. When you use your Channel Divinity, you channel the inner fire within your soul and magically touch the hearts of others with a flare of deep emotion. For 1 minute, you make persuasion and intimidation checks with advantage.

Aura of the Inner Flame

Starting at 7th level, the power of the fire within your soul bolsters your endurance as well as the endurance of your allies in combat. While you are conscious, whenever any form of damage would reduce you or any allies within 10 ft. of you to 0 hit points, you and your allies would drop to 1 hit point instead. You and each of your allies can only drop to 1 hit point in this way once per short or long rest.

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

Flame Soul

Starting at 15th level, your soul has merged with the very flames that reside within, granting you resistance to fire damage. Whenever you deal fire or radiant damage to a target, you can add your Charisma modifier to the damage (minimum of 1). Your flames ignore a creature's resistance to fire damage and treat immunity to fire damage as a resistance to it instead. Additionally, you can allow your flames to feed off of your very life force and grow even stronger, adding your Constitution modifier to the fire damage you deal at the cost of reducing your hit points by the same amount (minimum of 1). The damage you take in this way cannot be reduced in any way.

Enkindled Champion

At 20th level, you can allow the fire within your soul to roar to life and manifest as a raging inferno using your very being as fuel to keep it alight. These flames engulf your entire body but do not damage your equipment or anything you are wearing or carrying. The inferno shines bright light in a 60 ft. radius and dim light 60 ft. beyond that. As an action, you open yourself to willingly become the kindling for the fire in your soul, gaining the following benefits for 1 minute:

  • When you use this action, a fiery explosion emanates from you in a 30-foot radius. All creatures of your choice within 30 ft. of you must make a Dexterity saving throw equal to your spell save DC, taking 10d6 fire damage on a failed saving throw or half as much damage on a successful one.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and immunity to fire damage.
  • Your weapon attacks deal an additional 1d8 fire damage.
  • All creatures of your choice that are hostile to you take 10 fire damage whenever they move into a space within 10 ft. of you or start their turn within 10 ft. of you. 

When this feature ends, the flames enveloping your body dissipate and you gain a level of exhaustion.

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

Comments

Posts Quoted:
Reply
Clear All Quotes