Base Class: Paladin
These Wardens sacrifice their health, their minds, and even their souls to protect the realms of men from the horrors birthed by the shattered magic of Eryndral. Their fire is both a weapon and a curse, burning away corruption at great cost to themselves. To take this oath is to embrace pain, suffering, and isolation for the greater good.
Channel Divinity: Blade of the Wounded Flame
As a bonus action, you may spend a charge of your Channel Divinity to make a weapon you are holding spark with holy fire. For the next hour, if the weapon is non-magical, it is considered magical for the duration. When you make an attack with this weapon during this hour, you may spend a hit die to channel your life force into the blade, dealing an extra 1d4 radiant and 1d4 fire damage. If you have no hit dice remaining, you may instead take 1d10 fire damage, which cannot be reduced in any way.
Level 3: Oath of the Blighted Flame Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Blighted Flame Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Searing Smite, Hex |
| 5 | Flame Blade, Shining Smite |
| 9 | Fireball, Dispel Magic |
| 13 | Aura of Purity, Fire Shield |
| 17 | Immolation, Flame Strike |
Level 7: Aura of Endurance
You and your allies have Immunity to all forms of madness or insanity while in your Aura of Protection. Allies within your Aura of Protection gain advantage on death saving throws.
Level 15: Burning Sacrifice
You have learned to channel your life force into purging corruption, letting the flames of the Wounded Flame consume part of your own vitality. When you hit a creature with a melee weapon attack, you can choose to unleash a blast of blighted fire. The target and all creatures within 10 feet of it, including yourself, must make a Dexterity saving throw. On a failed save, they take 2d6 fire or radiant damage, or half as much on a success. Corrupted or undead creatures take an additional 2d6 radiant damage.
The damage dealt by this feature increases as you gain levels. At level 17, the damage dice for both the fire and radiant damage dealt to creatures increase from d6 to d8. At level 19, the damage dice further increase to d10. At level 20, the damage dice reach their maximum value of d12.
Level 20: Avatar of the Blighted Flame
At 20th level, you become a living manifestation of the Wounded Flame. As a bonus action, you ignite in an otherworldly blaze that lasts for 1 minute. While in this form, you gain the following benefits:
- Your melee weapon attacks deal an additional 2d8 damage. This damage is either Fire or Radiant, your choice when you make the attack.
- When a creature within 10 feet of you damages you, you can use your reaction to cast Hellish Rebuke at 6th level without expending a spell slot. This ability may be used once per turn.
- You gain immunity to necrotic damage.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot on your turn.
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