Paladin
Base Class: Paladin

“Red is the colour of war, and I am its priest. Twilight is my sacrament, and battle my prayer. I wield the dawn’s fire against the darkness and the dawn’s steel against the wicked. My courage is unbreakable, my flames are unstoppable, and my command is absolute. I am the Red Priest of Twilight, and I bring the final light to all who oppose me"

Paladins who swear the Oath of the Red Priest of Twilight are warriors of holy fire and unyielding dawn. They master all weapons, armour, and forms of combat. They can read weaknesses and vulnerabilities in any foe, conjure and control flames with supernatural precision, and call down purifying light to dispel illusions and annihilate the undead. In battle, they ignite with dawn’s fury, able to compress flames into explosive projectiles, teleport through fire, and even transform their own flesh into living steel. As leaders, they form a mystical Chain of Command with their allies, sharing senses, concentrating strength, and distributing damage. At the pinnacle of their oath, they become a living apotheosis of war, dawn, and twilight—able to perform true miracles and cheat death itself.

 

Tenets of the Red Priest of Twilight

The Red Priest of Twilight follows a martial code of honour, courage, and righteous devastation.

  • Weapon Mastery.There is no weapon you cannot wield, no armour you cannot wear. You master all forms of combat and martial arts.
  • Courage of Steel.You fear nothing. Your courage is a fortress that cannot be breached, balanced by clarity, not recklessness.
  • Light in Darkness.The dawn’s light is your weapon. You exorcise wraiths, purify corruption, and burn away lies and shadows.
  • The Chain of Command.Your allies are your strength, and your strength is theirs. You lead, they follow, and together you are invincible.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level

Spells

3rd

burning hands, heroism

5th

scorching ray, see invisibility (Eye of Demon Hunting)

9th

fireball, haste

13th

wall of fire, freedom of movement

17th

flame strike, commune (Chain of Command)

Level 3: Channel Divinity

3rd‑Level Oath of the Red Priest of Twilight Feature

You gain two Channel Divinity options: Provocation and Weapon Augmentation.

Provocation. As a bonus action, you unleash a torrent of insults and humiliation against a creature you can see within 30 feet. The target must make a Wisdom saving throw. On a failure, it has disadvantage on attack rolls against you and must use its reaction to move toward you (if possible) for 1 minute. If the target is a beast, monstrosity, or a creature out of control, you instead exude a repugnant aura that incites conflict; the creature must attack the nearest creature on its turn (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Weapon Augmentation. As an action, you touch a non‑magical object and imbue it with terrible killing power. For 1 hour, the object becomes a magical weapon with which you are proficient. It gains a +1 bonus to attack and damage rolls and deals an extra 1d6 fire damage. At the end of the hour, the object crumbles to rust.

Level 3: Combat Mastery & Physical Enhancement

3rd‑Level Oath of the Red Priest of Twilight Feature

Your body and mind are forged for war.

Combat Mastery. You gain proficiency with all simple and martial weapons, all armour, and shields. When you make an attack with a weapon you are proficient in, you can use your Charisma modifier instead of Strength or Dexterity for the attack and damage rolls. You also gain one Fighting Style of your choice from the paladin class.

Physical Enhancement. Your strength is that of a bear and your agility that of a cat. You have advantage on Strength (Athletics) checks, and your base walking speed increases by 10 feet. You also gain proficiency in the Survival skill, and you have advantage on Wisdom (Survival) checks to track creatures or set traps.

Heightened Senses. You have advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. You can determine the weight of a creature from its footsteps and can track invisible creatures by scent or sound.

Supernatural Resistance. Your body is trained to mitigate the effects of supernatural forces. You have advantage on saving throws against spells and other magical effects.

Courage. You are immune to the Frightened condition. When you would become frightened, you instead become immune to that effect for 1 minute. Additionally, you have advantage on saving throws against being Charmed.

Information‑Gathering. Your five senses and spiritual perception are enhanced. You can use an action to focus and discern the presence of invisible creatures, hidden doors, or traps within 30 feet.

Mind Concealment. You can conceal your actions and intentions from divination magic. Spells such as detect thoughts and locate creature fail to work on you unless you choose to allow them.

Level 7: Aura of Dawn

7th‑Level Oath of the Red Priest of Twilight Feature

Your divine radiance now surrounds you, offering protection and purifying the battlefield.

Aura of Dawn. While you are conscious, you emanate a 10‑foot aura of dawn light. When you reach 18th level, the range increases to 30 feet. The aura is bright light. Allies within the aura have advantage on saving throws against being Frightened and have resistance to necrotic damage. Evil creatures (Fiends, Undead, and any creature with an evil alignment) that start their turn in the aura take radiant damage equal to your Charisma modifier (minimum 1).

Light of Dawn (Sunrise Gleam). As an action, you can fill a 40‑foot radius around you with pure, sacred dawn light for 1 minute. This light dispels illusions of 3rd level or lower, exorcises wraiths and shadows (they must make a Charisma saving throw or be destroyed), and nullifies invisibility (creatures become visible). The light also purifies mystical pathogens, reduces radiation, and interferes with electromagnetic fields (granting disadvantage on ranged spell attacks that rely on seeing the target). Once you use this feature, you cannot use it again until you finish a Short or Long Rest.

Dawn Armour. As a bonus action, you can conjure silver dawn armour around your body. This armour is weightless and does not inhibit your movement. It grants you a +2 bonus to AC and resistance to fire and necrotic damage. The armour lasts for 1 hour or until you dismiss it (no action). If the armour is damaged, it regenerates 1d8 hit points at the start of each of your turns, but this regeneration drains your stamina (you cannot use Lay on Hands while the armour is regenerating).

Sword of Dawn. As a bonus action, you can condense dawn light into a two‑handed broadsword. This weapon is a magical greatsword with which you are proficient. It deals radiant damage instead of slashing, and on a hit it deals an extra 1d8 radiant damage to undead and fiends. The sword lasts for 10 minutes or until you dismiss it (no action). You can also create other weapons (spear, axe, dagger) using this feature.

Eye of Demon Hunting. You can use an action to focus your senses, mental probing, and experience to discern a creature’s nature, weaknesses, and condition. You learn its resistances, immunities, and vulnerabilities, as well as whether it is corrupted or possessed. This ability also tells you if the creature is lying. While active, a dark green symbol appears in your eyes.

Illusion Immunity. You cannot be deceived by illusions. You automatically see through any illusion of 5th level or lower, and you have advantage on saving throws against higher‑level illusions.

Protection (Aura of Defence). As an action, you can kneel on one knee and plant the Sword of Dawn in the ground before you. For 1 minute, you and all allies within 30 feet gain half cover (+2 bonus to AC and Dexterity saving throws). If you forgo attacking during this minute, the protection becomes total cover (+5 bonus to AC and Dexterity saving throws, and the area is immune to area‑of‑effect spells that originate outside). This feature also blocks teleportation into the area and weakens curses (creatures inside have advantage on saving throws against curses). Once you use this feature, you cannot use it again until you finish a Short or Long Rest.

Level 15: Pyrokinesis & Flame Transformation

15th‑Level Oath of the Red Priest of Twilight Feature

Your control over fire becomes absolute, and you can transform into living flame.

Pyrokinesis (Seven Aspects). You gain the ability to freely control and conjure flames within 60 feet. You can use these abilities as a Magic action or as part of another action (e.g., when you take the Attack action). You have the following pyrokinesis abilities:

  • You can compress flames into a highly compressed fireball. As an action, you can hurl a compressed fireball to a point within 120 feet. Each creature in a 20‑foot radius must make a Dexterity saving throw. On a failure, it takes 8d6 fire damage; half on a success. The fireball can be delayed to detonate at a predetermined time.
  • Fire Armour.As a bonus action, you ignite a layer of flame armour over your body. For 1 minute, you have resistance to cold damage and immunity to the Poisoned condition. Any creature that touches you or hits you with a melee attack takes 2d6 fire damage.
  • Conjure Flames.As a bonus action, you can conjure a temporary weapon made of fire (sword, whip, or spear). It is a magical weapon with which you are proficient, dealing 2d8 fire damage on a hit. The weapon lasts for 1 minute.
  • Area of Effect.When you cast a spell that deals fire damage, you can choose to have the effect originate from a point within 60 feet instead of from you.
  • Delay Explosions.When you cast a spell that creates an explosion, you can set a delay of up to 10 minutes. The spell detonates at the specified time.
  • Fire Enchant.As a bonus action, you can imbue a weapon you hold with fire. For 1 minute, the weapon deals an extra 1d6 fire damage and its attacks affect incorporeal undead (as if they had the magic weapon property).
  • Fire Infusion.When you hit a creature with a melee weapon attack, you can infuse it with fire. As a reaction, you can detonate that fire, dealing an additional 4d6 fire damage to the target.

Additionally, you gain four fire‑related spells that you can cast quickly without components or incantations: Fire Ravens (summons 1d4+1 ravens that fly to targets; each raven deals 1d8 fire damage on a hit), Wall of Fire (as the spell), Blazing Spear (single‑target, 4d10 fire damage), and Giant Fireball (as a 5th‑level fireball). You can cast each of these spells once without expending a spell slot, and you regain all uses after a Long Rest.

Flame Transformation. You can merge with a flame you can see within 60 feet and teleport to the destination of that flame. The initial range is 10 meters, but this increases to 1 kilometre at 18th level. You can also take one willing creature with you; it is not immune to the fire and takes 2d10 fire damage when you teleport. Additionally, as a bonus action, you can disperse your body into multiple flames. While in this form, you have resistance to all damage and can move through any opening no matter how small. If most of your flames are extinguished, you lose a proportionate amount of vitality, but you can regenerate by absorbing natural flames (you regain 1d8 hit points for each non‑magical flame you absorb).

Weakness Investigation. As an action, you can focus on a creature or object within 60 feet. You learn its vulnerabilities and weak points. For the next minute, your weapon attacks against that target score a critical hit on a roll of 19 or 20, and you ignore any damage reduction it has.

Cull. You infuse your attacks with the power to harvest life. When you hit a creature with a weapon attack or a spell that deals damage, you can add your Charisma modifier to the damage roll, and the attack treats the target’s resistances as if they were halved (if the target is resistant) or ignored (if the target is vulnerable). If you strike a genuine weakness (e.g., a dragon’s underbelly), the attack deals an extra 5d10 damage.

Precision. You can control fire spells with pinpoint accuracy. When you cast a spell that deals fire damage, you can split the damage into multiple smaller attacks (e.g., turning a fireball into 100 tiny fire darts, each dealing 1 damage to a different target). This allows you to avoid friendly fire or to strike many enemies at once.

Weapon Augmentation (Improved). Your Weapon Augmentation now grants a +2 bonus to attack and damage rolls, and the damage type becomes fire. You can also imbue up to three objects at once.

Galvanisation. As a bonus action, you can transform your body and the flames you wield into living steel. For 1 minute, you gain a +2 bonus to AC and resistance to bludgeoning, piercing, and slashing damage. Your unarmed strikes and melee weapon attacks also deal an extra 1d8 force damage. However, you are vulnerable to acid damage (you take double damage from acid attacks). You can use this feature once per Short Rest.

Level 20: Apotheosis of the Red Priest

20th‑Level Oath of the Red Priest of Twilight Feature

Your oath reaches its ultimate expression. You become a living demigod of war, fire, and twilight.

Chain of Command. You form a mystical connection with up to 10 willing creatures who have pledged themselves to you as followers or allies. The connection lasts until you choose to end it (no action). While the connection is active:

  • You can share senses with any number of your followers within 1 mile. You can see, hear, and feel what they perceive. You can also send mental messages to them (one‑way only).
  • Strength Concentration.As a bonus action, you can concentrate the power of your followers. For 1 minute, you gain a +1 bonus to attack and damage rolls for each follower within 100 feet (maximum +5). Additionally, the power of your spells and Channel Divinity increases; your spell save DC increases by 2.
  • Alleviation (Damage Distribution).When you take damage, you can use your reaction to spread that damage among your followers. Each follower within 60 feet takes an equal share of the damage (rounded down). You cannot reduce damage to less than 1 per follower. You can also use this to spread mental influences (e.g., a fear effect is split among your followers, each suffering a reduced duration).

Courage of Steel (Improved). You are now immune to the Charmed and Frightened conditions. You also have advantage on saving throws against all mind‑affecting effects.

Protection (Improved). When you use your Protection feature, the invisible walls are now indestructible and block all teleportation, curse effects, and spirit‑world traversal. The duration increases to 10 minutes.

Hurricane of Light. Your ultimate offensive ability. As an action, you shatter your Sword of Dawn, creating a shimmering hurricane of fragmentary dawn light in a 60‑foot cone. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 12d10 radiant damage and is Blinded for 1 minute; on a success, half damage and not Blinded. Undead and fiends take maximum damage (24d10) on a failed save. After using this ability, you cannot condense a new Sword of Dawn for 2 minutes (10 rounds) and you cannot use this ability again until you finish a Short or Long Rest.

Resurrection (Miracle of Twilight). If you are killed, you can choose to rise again after 24 hours. Your characteristics enter a mystical state and reform your body in a place of your choosing (as long as you have a designated mausoleum or command centre). You can resurrect in this way a number of times equal to your Charisma modifier. After that, the ability is lost. Each time you resurrect, you cleanse all corruption and madness from yourself. If all your designated resurrection sites are destroyed, you may still revive if any portion of your Chain of Command remains (the oaths of your followers anchor you to life).

Apotheosis Aura (30 feet). Your Aura of Dawn expands to 30 feet. Allies within the aura have advantage on all saving throws, and enemies within the aura have disadvantage on saving throws against your spells and features. The aura also casts daylight in a 120‑foot radius around you.

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