Base Class: Paladin
Oath of cinders
The oath of cinders is solemn vow few paladins undertake, for to embrace it one must first to fall to the depths of despair before finally accepting that the end is just another chance to begin again. Taking inspiration from the phoenix, these paladins are less concerned with preserving what already stands and instead seek to cultivate something better that could rise in its place. While this oath doesn’t not emphasis the protection of others like the oath of devotion or ancients, only the truly disillusioned of these ashen knights are willing to actively stand by as innocents suffer and all but the most zealous and cruel of them seek to destroy what already exists.
These paladins are often founds leading rebellions against corrupt governments, destroying nests and strongholds of monsters constantly attacking plaguing nearby villages or finding a way to cleanse the lands of whatever curse or corruption chokes to life from it.
Tenents of cinders
The tenents of cinders are rarely written down as most ashen knights are not part of a large coordinated order, instead each ashen knight acts mostly independently while personally training and educating their apprentices in their methods and beliefs. As such each ashen knight can hold a different version of them but all remain largely the same.
Accept the cycle: As all things must begin, so must they also end. Do not despair at the end, but rejoice at the potential it can bring with the chance for a new beginning.
Control the destroyers: There must always be those that destroy, for is it through them that the old generation can make way for the new. Some understand their purpose but many do not, you must be willing not only to hold them back but to also be ready to unleash them when they are needed so that generations can grow and have their time until the next is ready to replace them.
Cleanse the stagnates: Those who seek to prevent the growth and rebirth of others for their own ends, they must be destroyed before the cycle is stopped for good.
Cultivate rebirth: That which snuffs out one life can lead to another being born. That life must be allowed to stand on its own, but some things need help to find their feet. Help them stand and show them how to live.
Oath spells
Oath spells
You gain oath spells at the paladin level listed
Paladin level Spells
3searing smite, cure wounds
5Aganazzar’s scorcher, lesser restoration
9revivify, fireball
13Fire shield, wall of fire
17Immolation, raise dead
Channel divinity
When you take this oath at 3 level you gain the following two channel divinity options
Soothing flame. As an action you can present your holy symbol and conjure a concentrated ball of healing power at a point you can see within 50ft using your channel divinity. You create a small hovering ball of fire that remains in place and sheds bright light in a 20ft radius and dim light for an additional 20ft. When you use this ability any friendly creatures (excluding undead and constructs) that end their turn within 10ft of the orb regain hit points equal to your charisma modifier. The orb remains active for either 1 minute or until it has healed a number of hit points equal to 3 times your paladin level, at which point it fades away.
Purifying flame. As an action you can present your holy symbol and force a single target to make a constitution saving throw. If the target fails they take 2d10 fire damage and are set on fire for 1 minute, undead have disadvantage on this save and those that pass take half damage and suffer no additional effects. Targets set on fire will take 1d10 fire damage at the start of their turns and become frightened of you, they can repeat the saving throw at the end of their turn.
Aura of cinders
Starting at 7 level you and all friendly creatures gain resistance to fire damage and the first time a hostile creature within your aura takes fire damage they will take bonus damage equal to your charisma modifier. At 18 level the range of this aura increases to 30ft.
Soul blaze
At 15th level the fire in your heart extends to your weapons as well, your divine smite feature now use d10s instead of d8s its damage and whenever you use your divine smite you can choose to deal fire damage instead of radiant damage. This applies to your improved divine smite as well.
Wildfire warrior
At 20 level, as an action, you can wreath your body in blazing fire. For 1 minute you shed bright light in a 20ft radius area and dim light for an additional 20ft and gain the following benefits.
- You gain immunity to fire damage and resistance to cold damage
- You have advantage on attack rolls against targets that have taken fire damage sicen the end of your last turn.
- As a bonus action you can heal a creature of your choice for 10 hit points within 40ft of you.







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