Paladin
Base Class: Paladin

Paladins who follow the Oath of the Hearth value strength in moderation. They despise those who overstep their boundaries and abuse their power as well as those who choose to live idly instead of helping those in need. They liken power to a smoldering flame; when treated correctly it can burn away undesirable underbrush, it can provide comfort, and it can support civilizations. However, it dies and becomes useless when left alone, and consumes everything when over-fed. If these extremes do come to fruition, it is a Champion of the Hearth’s duty to fight fire with fire.

Tenets of the Hearth


Champions of the Hearth have sworn to defend the Everflame from those who seek power. They cannot become idle or tyrannical, else their holy cloaks will become gray or burn up into ashes. Either way, their powers will be revoked.

Keep the Flame Lit. Your goal in life is to defend the Everflame that fuels civilization and the Hearth it is held within.

Stoke the Embers. You must continue to stoke your flames by standing up against those who abuse their power, you cannot let your flames of ambition die out.

Temper the Blaze. You cannot let the fire inside get out of hand. You must control your emotions, or else they will become a raging wildfire that destroys everything in its path.

Fight Fire With Fire. It is your duty to fight against those who try to obtain and abuse too much power through any means necessary.

Oath Spells

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

Oath of the Hearth Spells
PALADIN LEVEL SPELLS

3rd

burning hands, hellish rebuke

5th

flaming sphere, heat metal

9th

revivify, fireball

13th

wall of fire, guardian of faith

17th

flame strike, hallow

Channel Divinity

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

Torch of Reason. As a bonus action, you create a small flame that hovers 3 inches above your hand, following as you move. It emits 5 ft. of bright light and 20 ft. of dim light in all directions. All creatures of your choice within 20 ft. of you must make charisma saving throws at the beginning of their turns, if a creature fails, it becomes indifferent toward all other creatures. A creature can choose to fail if it pleases. If an affected creature is attacked, it becomes hostile toward its attacker. The flame lasts for 2 minutes or until you choose to extinguish it.

Blazing Smite. As an action, you can imbue your weapon with a divine blaze to incinerate your enemies for 1 minute. When you hit a target with an attack using the imbued weapon, you deal 1d8 fire damage. The weapon emits dim light in a 20-foot radius and is considered magical. You can end this effect on your turn without an action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

Aura of Will

Starting at 7th level, you fill nearby creatures with the will to fight. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be frightened or charmed, and get a +1 to all initiative rolls.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Reinvigorating Blaze

At 15th level, the warmth of your holy flames replenish 1d6 of your lay on hands hit points upon dealing fire or holy damage to an enemy. This can only be use once per round.

Inferno Knight

At 20th level, you learn to embrace and endure the full power of the everlasting flame. As an action, you enwreathe yourself in a holy blaze to gain the following benefits for 1 minute:

You have advantage on Strength (Athletics) checks and saving throws.
You are immune to fire damage.
Whenever you successfully make a weapon attack, you can choose to deal an extra 1d8 fire damage.
All creatures of your choice within 15 ft. of you must make a constitution saving throw. A target takes 1d12 fire damage upon failing this saving throw and half as much on a success.
Once you use this feature, you can’t use it again until you finish a long rest.

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