Base Class: Paladin
Saga of the Undying Flame
Paladins are rare among the Valikan clans, but those that don the heavy armor of an inspired warrior draw from the tales of the Undying Flame. This mythic hero rallied his community in the darkest winter Grarjord ever saw and tended a flame that lasted an entire winter.
Paladins that embody this saga are bolstered when fighting back-to-back, and their very presence goads their allies to superhuman feats. The fire they wield acts as a vital tool for survival in the chill north, but these warriors do not hesitate to turn it into a weapon in the name of justice.
USING MANEUVERS:
You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver’s effects.
Paladin Martial Maneuver save DC: 8 + proficiency bonus + your Charisma modifier
Oath of the Undying Flame
| Paladin Level | Maneuver Points | Maneuvers Known |
| 3rd | 3 | 3 |
| 4th | 4 | 3 |
| 5th | 5 | 4 |
| 6th | 6 | 4 |
| 7th | 7 | 4 |
| 8th | 8 | 4 |
| 9th | 9 | 5 |
| 10th | 10 | 5 |
| 11th | 11 | 5 |
| 12th | 12 | 5 |
| 13th | 13 | 6 |
| 14th | 14 | 6 |
| 15th | 15 | 6 |
| 16th | 16 | 6 |
| 17th | 17 | 7 |
| 18th | 18 | 7 |
| 19th | 19 | 7 |
| 20th | 20 | 7 |
Oath of the Undying Spells
OATH SPELLS
You gain oath spells at the paladin levels listed in the Oath of the Undying Flame Spells table. Once you gain access to an oath spell, you always have it prepared and these spells don’t count against the number of spells you can prepare each day. Oath spells are paladin spells, regardless of whether they appear on the paladin spell list.
Oath of the Undying Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | alarm, guiding bolt |
| 5th | continual flame, enhance ability |
| 9th | beacon of hope, elemental weapon |
| 13th | aura of life, fire shield |
| 17th | circle of power, flame strike |
Channel Divinity
3rd-level Oath of the Undying feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Burning Blade. As an action, you can imbue a weapon with the spirit of eternal fire. For 1 minute the weapon erupts in searing fire that emits bright light in a 10-foot radius and dim light 10 feet beyond that. When you hit with an attack using the weapon it deals additional fire damage equal to your Charisma modifier (minimum 1 damage). If the weapon is not already magical, it becomes magical for the duration.
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.
Warmth of the Hearth. You can use your Channel Divinity to warm the hearts and bodies of your allies, granting them resistance to winter’s chill. Choose any number of creatures within 30 feet. For 1 minute those creatures have advantage on Constitution saving throws and whenever one of those creatures takes cold damage, that damage is reduced by an amount equal to your Charisma modifier (to a minimum of 1 damage prevented).
Maneuver Points
MANEUVER POINTS
Channeling the heroes from the old sagas is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the Undying Flame Archetype table below. You regain all spent maneuver points at the end of a long rest.
Your paladin magic can bolster your capacity to use maneuvers. As a bonus action you can expend one paladin spell slot to gain additional maneuver points. You can convert paladin spell slots you have into maneuver points based on the table below.
|
Spell Slot Level |
Maneuver Points |
|
1 – 3rd |
1 |
|
4 – 5th |
2 |
Hammer and Anvil
3rd-level Undying Flame feature
When an ally hits a target within 5 feet of you with an attack, you may use your reaction to immediately make a melee weapon attack against that target as well. You may use this feature a number of times equal to your proficiency bonus and regain all uses upon completing a short or long rest.
Blazing Stance
3rd-level Undying Flame feature
At 3rd level, your knowledge of the saga of the Undying Flame has allowed you to develop a battle stance chosen from the list below. When you roll initiative, you can choose to enter one stance that you know. You can also change between stances you know as a bonus action.
You gain an additional stance when you reach 7th level in this class, another when you reach 10th level, and a fourth at 15th level.
Blazing Charge
As you run, your body becomes wreathed in flames. If you move at least 10 feet on your turn, flames begin to swirl around you, and at any point during your movement you may have them lash out. When you do, each creature within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 fire damage.
At 15th level, each space that you move through on your turn is set aflame with burning cinders. Until the start of your next turn, it becomes difficult terrain, and deals 2d6 fire damage to any creature that begins its turn there or enters it for the first time on its turn.
Braced Against the Cold
The fire burning within you staves off even the grim chill of death. You don’t fall unconscious while at 0 hit points, but you are still dying and making death saving throws as normal.
While conscious in this way you cannot be stabilized by a successful Wisdom (Medicine) check.
Flamebearer
Your allies’ melee attacks deal extra fire damage equal to your proficiency bonus while you are within 5 feet of their target.
At 15th level, this extra damage doubles to twice your proficiency bonus.
Heroic Protection
You can protect allied creatures within 5 feet by taking on some of the harm that befalls them. When such a creature takes damage, you can choose to reduce that damage by your proficiency bonus. If you do, you lose hit points equal to your proficiency bonus.
At 15th level, when you choose to reduce damage taken by an ally within 5 feet the reduction equals twice your proficiency bonus.
Undying Flame Maneuvers
The Saga of the Undying Flame teaches warriors to protect their allies and draw strength from them. These maneuvers grow in power the more allies such a warrior is surrounded by and allows them to command their allies with a deep knowledge of battle tactics.
The maneuvers are presented in alphabetical order.
Clarion Call (4 points)
As a bonus action you may spend 4 maneuver points to issue a rallying call to all your allies. When you activate this maneuver, and again as a bonus action on each of your turns for the next minute, choose a willing creature that can hear you within 120 feet. That creature may use its reaction and immediately take the Attack (one weapon attack only), Dash, or Use an Object action.
Defender of the Fallen (2 points)
When an ally you can see becomes incapacitated (such as being reduced to 0 hit points), you may use your reaction and spend 2 maneuver points to command your allies to rally around them. You and any number of allies within 60 feet who can hear you, up to a total of three creatures, may use their reaction to move up to their speed directly towards the incapacitated creature.
Engulfing Flames Smite (4 points)
When you hit a creature with a weapon attack, you may spend 4 maneuver points to cause your weapon to burst into a conflagration as you strike. The attack deals an additional 3d6 fire damage and the target is engulfed in flame for 1 minute. While engulfed in flame, the target takes 1d6 fire damage at the start of each of its turns. The creature can use its action to douse the fire, ending the effect of being engulfed in flames early.
Flame of the People (3 points)
As an action you may spend 3 maneuver points and stoke the warmth of the Undying Flame within the hearts of your allies. All creatures of your choice within 30 feet gain 2d6 temporary hit points, resistance to cold damage, and advantage on Wisdom saving throws to avoid being frightened. These effects last for 1 minute.
Heroic Defense (1 point)
When an ally within 5 feet of you is hit with an attack, you may spend 1 maneuver point as a reaction to trade places with them, becoming the new target of the attack and potentially causing the attack to miss if your AC is above the attack roll.
Iron Hide Forging (5 points)
Calling on the Undying Flame, you temper your body into a state of iron-like toughness. As an action, spend 5 maneuver points. You gain 100 temporary hit points. While you have any temporary hit points by this maneuver, you have advantage on all saving throws. You lose all temporary hit points granted by this maneuver at the end of your next turn.
Myrmidon’s Pledge (2 points)
You may spend 2 maneuver points as an action and pledge to defend a friendly creature you can see within 30 feet. For up to 10 minutes, as long as the creature is within 30 feet of you it has resistance to all damage. Each me the creature takes damage while this maneuver is active, you take an equal amount of psychic damage. This maneuver ends early if either you or the target creature is reduced to 0 hit points.
Press the Advantage (2 points)
When a creature you can see within 60 feet is knocked prone or incapacitated, you can command an ally who can hear you within that range to take advantage of the situation. That ally may use their reaction to move up to their speed towards the fallen creature and make one weapon attack against it.
Raid Leader’s Strike (2 points)
As an action you may spend 2 maneuver points to make a single weapon attack against a creature. If you have more allies within 5 feet of you than the target has allies within 5 feet of it, this attack deals an additional 2d6 radiant damage.
Reformation Gambit (3 points)
As an action you may spend 3 maneuver points and bark orders to reposition to up to five creatures that can hear you within 60 feet. Each of the chosen creatures can immediately move up to its movement speed without provoking opportunity attacks.
Shield Wall (1 point)
As an action you may spend 1 maneuver point to plant your shield in the ground, bellowing a command to your allies to form up around you. Until the end of your next turn your speed becomes zero and all attacks against you are made at disadvantage. Any ally holding a shield within 5 feet of you may choose to gain the effects of this maneuver for the duration.
Stirring Command (1 point)
You may spend 1 maneuver point as a bonus action to issue a command to strike. Choose one ally within 30 feet who can hear you. That ally may immediately use their reaction to make one melee or ranged attack against an enemy.
Sword of Light and Flame (3 points)
As an action you may spend 3 maneuver points to cause one weapon you are holding to erupt in light and flame for 1 minute. Your weapon casts bright light out to a distance of 30 feet and dim light 30 feet beyond that. Each time a creature of your choice takes damage within the light cast by your weapon, it takes an additional 1d6 fire damage. Your own weapon attacks deal fire damage instead of their normal damage type. Creatures reduced to 0 hit points by an attack that benefited from this additional damage die and cannot be raised as undead for 1 year.
Tactical Repositioning (1 point)
As a bonus action you may spend 1 maneuver point to provide cover for a nearby ally’s movement. One ally you touch can immediately move through your space and into any unoccupied space adjacent to you (no action required). This movement does not provoke opportunity attacks.
Aura of the Hearth
7th-level Oath of the Undying Flame feature
When you reach 7th level, you learn to share the warmth of your convictions with those around you. You and friendly creatures within 10 feet glow with fiery protectioon. A creature that hits one of you with a melee weapon attack takes fire damage equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Inspiring Shout
15th-level Oath of the Undying Flame feature
Upon reaching 15th level you learn to kindle the fires within your allies with words of encouragement and praise. As a bonus action on your turn, you may choose an ally within 60 feet who can hear you and bolster their resolve. The target gains 2d6 temporary hit points and can immediately expend and roll a Hit Die to regain hit points equal to the result plus their Constitution modifier. You may use this feature a number of times equal to your proficiency bonus and regain all expended uses upon completing a long rest.
Defender of the Hearth
20th-level Oath of the Undying Flame feature
At 20th level, the spark of the Undying Flame swells in your heart. As an action, you can wreath your body in its sheltering fires. You gain the following benefits for 1 minute.
● You have immunity to cold damage and fire damage.
● You project an aura of flame in a 30-foot radius around you. When a creature other than yourself enters that area for the first time on its turn, or starts its turn there, choose whether it regains 2d6 hit points or takes 2d6 radiant damage.
● Activating a maneuver costs 1 fewer maneuver point, to a minimum of 1.
Once you use this feature you cannot use it again until you complete a long rest. However, you may expend 6 maneuver points to use this feature again before completing a long rest.
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