Paladin
Base Class: Paladin

“The flame that denies mercy. The sun that dies alone.”

Paladins who walk the Oath of the Worldbearer wield the fire of isolation and renewal. They channel Coreflame—a divine reservoir of radiant judgment—to phase allies out of battle and cast themselves into ascendant forms that reshape the battlefield alone. These paladins believe in burning away false realities to reveal transcendent truths, and they fight not to protect, but to purge. Their divine power comes from solitary communion with a sun-deity known only as Khaslana, a being whose fire casts light not for warmth, but revelation.

These warriors are remembered not for what they spared, but for what they immolated.

Coreflame Conduit

 

  • Coreflame Reservoir: You gain a pool of Coreflame points equal to your Charisma modifier + 1. You regain all points on a long rest.

  • Channel Divinity: Burn Away Falsehood

    • As an action, expend Coreflame points to target magical disguises, illusions, or enchantments within 30 feet. Each must succeed on a Charisma saving throw (DC = 8 + proficiency + Charisma mod) or end.

    • Additionally, one creature of your choice within range takes radiant damage equal to twice your Paladin level.

 

Solar Isolation

 

  • Allies within 30 feet may choose to become Departed until the start of your next turn: phased from combat, unable to take actions or reactions, but gain resistance to all damage.

  • While no allies are actively participating in combat, enemies within your aura suffer -2 to all saving throws and are vulnerable to your radiant damage.

 

Ascendant Form

Once per long rest, you enter Ascendant Form for up to 8 rounds:

  • All allies automatically become Departed, enemies don't receive Solar Isolation debuffs.

  • You gain temporary HP equal to twice your Paladin level.

  • Your weapon attacks deal bonus radiant damage equal to your Charisma modifier.

  • At the start of each round, gain 1 Bruise Point (max 7). Spend them to empower smites:

    • Crushing Smite (1 Bruise): +2d10 damage and push target 10 ft.

    • Binding Smite (2 Bruise): Target restrained until end of next turn.

    • Final Ember (All (7) Bruise): Unleash a 30-ft AoE radiant burst. Deals 10d6 radiant damage. STR save or prone + blinded.

The Last Dawn

 

  • If reduced to 0 HP during Ascendant Form, you instead drop to 1 HP and trigger Final Hit:

    • All enemies within 30 ft. take 6d12 radiant damage.

    • If they failed any Bruise-enhanced smite saves this combat, they take an additional 2d12 radiant damage.

  • You cannot use Final Hit until you finish two long rest.

 

Previous Versions

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7/18/2025 11:03:14 PM
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7/18/2025 11:09:32 PM
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