Base Class: Paladin
Tenets of the Flame
Light- You must be the light which inspires others to be their best self. Your actions define who you are and how others see you.
Warmth- Bring comfort to those who are deservant and give second chances when an opportunity reveals itself.
Wrath- Not even the ashes of the wicked are permitted to remain. The ground they stand on must not be fertilized with their corruption.
Ashes to Ashes- Death is the end. So ensure that, in life, your work is done.
Oath Spells
3rd- Burning Hands, Hellish Rebuke
5th- Pyrotechnics, Flame Blade
9th- Fireball, Daylight
13th- Fire Shield, Wall of Fire
17th- Flame Strike, Immolation
Channel Divinity
Reveal the Wicked- As an action, you become a beacon of light that illuminates the world. You emit bright light within 30 ft. and dim light within an additional 30 ft for 1 minute. During this minute all magical darkness within the bright light is temporarily dispelled. Creatures within the bright light that are invisible must succeed a dexterity saving throw or be outlined in light while in the radius, unable to benefit from being invisible.
Ignite- As an action, you can touch a weapon you are holding and imbue it with primordial fire. For 1 minute the weapon's damage type changes to fire and you can add your charisma modifier to attack rolls made with the weapon. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Aura of Devouring
At 7th level, any enemy that begins their turn within 10 feet of you takes fire damage equal to half your Paladin level + your charisma modifier. The affected enemy must make a Constitution saving throw based upon your spell save DC. On a success they take half damage, on a fail they take full damage.
At 18th level, the range of this aura increases to 30 feet.
Combustion
At 15th level, When a creature drops to 0 hit points while within 30 ft of you, you can use a reaction to make them explode. All creatures within 10 ft of the explosion must make a dexterity saving throw. On a failure they take 3d8 fire damage (half as much on a success).
Inferno Incarnate
At level 20, you can become the living embodiment of fire. As a bonus action, you gain the following benefits for 1 minute:
- You shed bright light in a 30 ft radius and dim light for an additional 30 ft. The bright light shed by this feature dispels illusions and invisibility.
- Fire damage you deal ignores resistance and treats fire immunity as fire resistance.
- When you deal fire or radiant damage to a creature, you can deal an extra 1d8 damage of that type.
Previous Versions
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