Paladin
Base Class: Paladin

Paladins are extremely strict existences. However, such rigid personalities are, in the world at large, rare. What is more common, however, is that one lives their lives in accordance to principles, but allows themselves to live their day to day life flexibly while living within the bounds of these principles. Paladins of the Smoke and Flame are often more relaxed than their rigid coworkers. Often paladins who choose to follow this oath have lived in heavily disciplined lives, and used vices like tobacco to maintain their sanity. That small bead of freedom became a source of inspiration for them, and once they either graduated or are otherwise expelled from their stringent environment, embrace this freedom. They live their life according to their principles, and loathe those who try and limit the limit of others. Their disciplined backgrounds make them talented warriors with fiery personalities, and woe unto anyone who attempts to impede the liberty of another while in their presence. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Smoke and Flame Spells table. See the Sacred Oath class feature for how oath spells work. You also gain the ability to snuff and light fires as in the spell prestidigitation.

Oath of Smoke and Flame Spells
Paladin Level Spells

3rd

control flames, burning hands, fog cloud

5th

heat metal, misty step

9th

fireball, gaseous form

13th

fire shield, freedom of movement

17th

Cloudkill, Flame Strike

Channel Divinity

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

Smoke Arena. As an action, you exhale a stream of smoke to create a thick cloud of smoke that surrounds you for 20 feet in all directions. Silhouettes of you dart through the haze. The smoke moves with you, remaining centered on you, and makes its area heavily obscured. This smoke lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required). You treat the smoke as lightly obscured. Creatures within the smoke are harried the silhouettes within the smoke that coordinate with your attacks. You may make melee attacks against creatures in the smoke as if they were within 5 ft. of you.

Smoldering Blade. As a bonus action, you channel burning cinders to bolster your attacks for 1 minute. For the duration, your melee weapon attacks deal additional fire damage equal to your Charisma modifier. Once per turn, when you hit a creature with a melee weapon attack, they must make a Constitution saving throw against your spell save DC or gain one level of exhaustion, as the heat saps the creature's strength. This is capped at 3 levels of exhaustion. A creature with resistance to fire damage makes this saving throw at advantage, and a creature immune to fire damage saves automatically.

Aura of Haze

Starting at 7th level, your body starts to naturally emit smoke. While you’re not incapacitated, you and creatures of your choice within 10 feet of you gain a bonus to stealth checks equal to your Charisma modifier, and treat the penalties of heavily obscured when in smoke and fog as lightly obscured. Additionally, creatures affected by this aura may add your Charisma modifier to their attack (to hit) rolls while heavily obscured in smoke and fog.

Wearing armor doesn't impose disadvantage on your Dexterity (Stealth) checks, as the smoke drifting from your body cushions the gaps in your armor.

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

Interplanar Vent

At 15th level, you can cause a large cloud of blistering smog to explode from the ground. As a reaction whenever a creature moves into or out of your reach, the creature takes 2d8 fire damage and must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of your next turn.

Smoke Clone

At 20th level, you have mastered the art of manipulating smoke and flame to create different forms and illusions.  As an action, summon a smoke clone for 1 minute that has the following abilities and rules:

  • The Smoke Clone shares your statistics, abilities, spell slots, equipment, and your turn in initiative.
  • The Smoke Clone must stay within 10 ft. of you.
  • The Smoke Clone has half of your current hit points.
  • The Smoke Clone is a resistant to bludgeoning, piercing, and slashing from nonmagical sources.
  • The Smoke Clone is immune to psychic and poison damage.
  • The Smoke Clone cannot be charmed, frightened, paralyzed, petrified, or poisoned.
  • The Smoke Clone lasts until it is destroyed, until you dismiss it as a bonus action, or until you're incapacitated.

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

Previous Versions

Name Date Modified Views Adds Version Actions
9/18/2023 7:38:47 PM
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1 - Basic Oath Spells
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9/18/2023 7:39:57 PM
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1.1
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