Paladin
Base Class: Paladin

In a world teeming with evil and darkness, some paladins find that revealing evil by the light of day is not enough to stop it - evil must be purged to ashes itself. A growing respect for the cleansing power of divine fire leads these warriors to the Oath of the Purifying Flame. Known for leading torch-wielding mobs, organizing ruthless inquisitions, and putting evil to the pyre, these paladins are devoted to purity by fire.

Tenets of the Purifying Flame

With their rigid adherence to the concept of purity, those who follow the Oath of the Purifying Flame rarely deviate from swearing to the purest conceptions of the oath's tenets. The oath emphasizes purity, but its followers run the gamut of alignments based on what they personally believe to be pure and what they see as corruption. The tenets of purification are:

Banish the Darkness. Within darkness comes terror, and with the light of fire comes courage. The purity of my purpose must drive out the uncertainty, fear, and doubt that I encounter.

Cleanse All, Even Oneself. Evil and corruption must be cleansed at every turn, no matter the cost. If evil is given time to fester, it will spread like a cancer. If corruption takes hold within my heart, it too must be cleansed before anything else.

Leave No Trace of Evil. If those who come after can glean the truth of my enemies' evil from the ashes I leave, then the ashes were not burned enough. Justice, sagacity, honesty, and all other such concerns are secondary to cleansing evil so thoroughly that it is completely forgotten.

Purity Only Through Pain. There is no painless method for cleansing corruption, even within myself. Those who seek to purify without causing pain will fail to purify anything.

Share the Flame. As one torch can light another, my righteous flame of purity can inspire others who are not yet corrupted to take up my cause, and I will lead those with smaller flames until they grow like a blazing beacon against the night.

Oath of the Purifying Flame Spells

You gain oath spells at the paladin levels listed.

Oath of the Purifying Flame Spells

Paladin Level

Spells

3rd

Burning Hands, Hellish Rebuke

5th

Flame Blade, Heat Metal

9th

Daylight, Fire Nova

13th

Fire Shield, Wall of Fire

17th

Flame Strike, Passwall

 

Cloaked in Fire

As a Magic action, you can expend one use of your Channel Divinity to become surrounded by fire that scorches your foes without harming you or your equipment. Each enemy creature within 10 feet of you must make a Dexterity saving throw. A target takes fire damage equal to 2d6 + half your Paladin level on a failed save, or half as much on a success. Each allied creature within 10 feet of you regains 1d6 + half your Paladin level.

Until the end of your next turn, the flames continue to burn, shedding bright light in a 20-foot radius and dim light for an additional 20 feet, and each enemy or allied creature that ends its turn within 10 feet of you suffers the same damaging or healing effect.

Directive of Cleansing

At level 7, you gain resistance to fire damage. In addition, while you are conscious, you radiate an aura of cleansing warmth within 10 feet of you. At 18th level, the range of this aura increases to 30 feet. The range of your Lay on Hands feature extends to match the range of this aura.

As an action, you can expend 5 points from your pool of healing to end one effect causing a creature within the aura to be blinded, deafened, or paralyzed. You can cure multiple diseases, neutralize multiple poisons, and end multiple effects causing blindness, deafness, or paralysis with a single use of Lay on Hands, expending 5 points for each effect. 

Purge By Fire

Starting at 15th level, when you deal fire damage with a spell or Paladin class feature to a creature you can see within 120 feet of you, you can choose to instantly cast Dispel Magic on that creature without expending a spell slot or requiring components.

Once you have used this ability, you cannot use it again until you finish a short or long rest.

Eradicating Flame

When you reach 20th level, you can use your bonus action to ignite one weapon you are holding with divine flame. The weapon is engulfed in roaring fire that doesn't harm the weapon or you. This fire sheds bright light in a 20-foot radius and dim light for an additional 20 feet, and lasts for 1 minute or until you stop holding the weapon. The fire cannot be extinguished by normal means.

Melee attacks you make using the flaming weapon have advantage. When you hit with such an attack, the attack deals an extra 1d10 fire damage and 1d10 radiant damage, and if the target is flammable or is a creature, it is lit ablaze. Until someone takes an action to douse the fire, it takes 1d10 fire damage at the start of each of its turns. If damage from the attack or the fire kills a target, the target is turned to ash.

Once you have used this ability, you cannot use it again until you finish a short rest.

Comments

Posts Quoted:
Reply
Clear All Quotes