Paladin
Base Class: Paladin

The Oath of the Inferno is often taken when a paladin has deemed that the unholy must burn. When sin and corruption has no other option than to be purged in holy flame, the Inferno is a cleansing blaze, one that rids the world of all things, depending on what their oath is to.

Paladins who follow the Inferno are often covered in burn scars, especially on their hands and arms. They are fanatical and zealous, and often ride the edge of morality, more willing to burn the village down than root out the cause of any particular problem. These paladins often make their oath to powerful fire entities or sun gods. Entities that fall under this purview would be Lathander, Pelor, Kossuth the Firelord, Annam All-father, or Surtur.



Tenets of the Inferno

A paladin of the Inferno swears to purge the weak with flame, and to cleanse the world of darkness, through the light of the Inferno.

No Price Too High When it comes to cleansing the world, the cost of a hundred lives to save a thousand is no question to the Inferno.

Rebirth Through Death When the blaze consumes the forest, there will be new growth in time, be the blaze, and watch the rebirth.

Passion of Fire Live life to its fullest, let not the morals of society guide your feet, but let your heart guide you instead.

Channel Divinity

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

Light Ablaze. As an action, you present your holy symbol and speak a prayer of ignition, using your Channel Divinity. You gain resistance to fire damage for 1 minute. Then choose one creature within 60 feet of you that you can see. That creature must make a Constitution saving throw, unless it is immune to being blinded. Undead have disadvantage on this saving throw.

On a failed save, the creature is blinded for 1 minute. While blinded, the creature takes 1d6 fire damage at the end of their turn. Creatures blinded in this way may repeat their save at the end of their turn.

On a successful save, the creature takes 1d4 fire damage at the end of their turn for 1 minute or until doused in water or an action has been expended to put the fire out.

Vow of Incineration. As a bonus action, you can utter a vow of incineration against a creature you can see within 10 feet of you, using your Channel Divinity. If the creature is immune to fire damage, they become resistant. If they are resistant, they take normal damage from fire damage until the end of your turn.

Oath Spells

Paladin Level Spells

3rd

burning hands, hellish rebuke

5th

flame blade, heat metal

9th

ashardalon's stride, fireball

13th

fire shield, elemental bane

17th

immolation, flame strike

Heat of the Wildfire

By 7th level, your attunement to the Inferno has granted you a new form. You may choose to change the damage type of your smite to fire damage. At 11th level,  this damage change always applies to your Improved Divine Smite feature. When you use your Divine Smite feature and apply your Heat of the Wildfire feature, you add 1d8 fire damage to your normal smite damage. The extra damage does not apply to Improved Divine Smite. 

Raging Conflagration

Starting at 15th level, you are able to use your action to extinguish your Aura of Protection in exchange for lighting your soul ablaze. You emanate an aura of fire 10 feet in every direction for 1 minute, or until you are knocked unconscious. Creatures that end their turn in the aura or enter the aura for the first time on their turn take 2d6 fire damage.

Aspect of the Inferno

At 20th level, you can assume the form of a massive fire elemental. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You grow to Huge if you aren't already.
  • You emanate an aura of heat in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Constitution saving throw against your spell save DC or become blinded by you until the end of your next turn. Attack rolls against the blinded creature have advantage. 
  • Your attacks become imbued with fire, dealing an additional 1d8 fire damage.

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
2/20/2024 10:12:21 PM
21
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes