Paladin
Base Class: Paladin

The Oath of Hearth and Home is for Paladins who place their focus on the here and now rather than on the higher planes and greater powers. Devoted parents, guardians, and protectors, they fight fiercely and with no room for hesitation when the people and places they've sworn to protect are threatened.

These paladins share the following tenets:

  1. Guard the Fire. Always ensure that the people, places and things you care about are well protected, even when you're not physically there.
  2. Feed the Fire. Keep the people around you warm, comfortable, and fed, for they are the fuel that sustains your fire.
  3. Be the Fire. When you must fight, fight with all your heart and all your fury, for nothing must harm the hearth.

Level 3: Oath Spells

When you reach a Paladin level specified in the Oath of Hearth and Home Spells table, you thereafter always have the listed spells prepared.

Oath of Hearth and Home Spells
Paladin Level Spells
3 Alarm, Burning Hands
5 Arcane Lock, Scorching Ray
9 Fear, Fireball
13 Fire Shield, Wall of Fire
17 Flame Strike, Hallow

Level 3: Hestia's Fury

Spend one use of Channel Divinity as a Bonus Action to gain Advantage on Strength checks, Strength saving throws, and attack rolls using Strength for 1 minute. During that duration, your melee attacks deal additional Fire damage equal to your proficiency bonus, and you also emit Bright Light in a 10-foot radius, and Dim Light 10 feet beyond that.

Activate Hestia's Fury

Spend one use of Channel Divinity as a Bonus Action to gain Advantage on Strength checks, Strength saving throws, and attack rolls using Strength for 1 minute. During that duration, your attacks deal additional Fire damage equal to your proficiency bonus, and you also emit Bright Light in a 10-foot radius, and Dim Light 10 feet beyond that.

Level 7: Aura of the Hearthguard

Other friendly characters within the radius of your Aura of Protection may add your Charisma modifier to their Armor Class (minimum +1). You do not gain this bonus yourself.

Level 15: Vestal Vengeance

Attacks against your allies are an affront to your nature and your Oath. Whenever an enemy attacks and deals damage to one of your allies who is within 10 feet of you, you may spend a Reaction to immediately move up to your Speed directly toward that enemy. If this movement places you close enough to that enemy to attack them with your currently equipped melee weapon, you may do so as part of this Reaction.

  • You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 20: Flames of Summer

The sun is the ultimate fire, providing warmth and protection to all under its benevolent light. As a Bonus Action, you gain the benefits below for 10 minutes. 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 (no action required).

  • Blinding Sunlight. Your Aura of Protection fills with bright light that is sunlight. In addition, enemies that are within your Aura of Protection gain the Blinded condition for the duration of this effect.
  • Fire Damage. Your attacks deal additional fire damage equal to your Charisma modifier plus your Proficiency Bonus.

Flames of Summer

The sun is the ultimate fire, providing warmth and protection to all under its benevolent light. As a Bonus Action, you gain the benefits below for 10 minutes. 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 (no action required).

  • Blinding Sunlight. Your Aura of Protection fills with bright light that is sunlight. In addition, enemies that are within your Aura of Protection gain the Blinded condition for the duration of this effect.
  • Fire Damage. Your attacks deal additional fire damage equal to your Charisma modifier plus your Proficiency Bonus.
Unleash the Flames of Summer

The sun is the ultimate fire, providing warmth and protection to all under its benevolent light. As a Bonus Action, you gain the benefits below for 10 minutes. 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 (no action required).

  • Blinding Sunlight. Your Aura of Protection fills with bright light that is sunlight. In addition, enemies that are within your Aura of Protection gain the Blinded condition for the duration of this effect.
  • Fire Damage. Your attacks deal additional fire damage equal to your Charisma modifier plus your Proficiency Bonus.

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