Paladin
Base Class: Paladin

Paladins that join the Oath of Holy Purity spread their gospel through cleansing flames or burning purity. These Paladins are not necessarily evil, they simply believe that the world needs to be burned to keep it alight.

Oath Spells

You gain oath spells at the Paladin level listed.

Paladin Level Spells

3rd

Detect Poison and Disease, Burning Hands

5th

Protection from Poison, Lesser Restoration

9th

Glyph of Warding, Remove Curse

13th

Wall of Fire, Stoneskin

17th

Greater Restoration, Flame Strike

Channel Divinity

At 3rd level you gain the two Channel Divinity options listed below.

Purify: As an action you may cure one adjacent creature of the Poisoned, Stunned, Paralyzed, and Unconscious Conditions. Additionally, you may give an Incapacitated creature one health.

You may use this ability on yourself to remove the Poisoned condition without expending a use of the ability. 

Holy Cleansing: You utter searing words that alight your enemies. As an action, you present your holy symbol, and a 20ft. Sphere around you is set alight. The area is considered Difficult Terrain, and any creature that enters the area or ends its turn in the area takes 3 fire damage. This damage increases to 4 at 7th level, 5 at 15th level, and 6 at 20th level.

You are immune to the damage of this effect, but the ground is still Difficult Terrain for you.

Aura of Sterility

Beginning at 7th level, you begin to radiate purity. You and creatures within 10ft. of you have resistance to Poison and Acid damage.

The radius increases to 30ft. at 18th level. 

Holy Vapors

At 15th level, holy incense is constant burning around you. You heal 5 health at the start of each of your turns. 

This increases to 10 health at 20th level.

This affect is only active while you are not incapacitated.

 

Champion of Purity

At 20th level you can become a Champion of Purity. As an action, you become engulfed in holy flames, any creature within 10ft. that you choose must make a Charisma Saving Throw or have their minds burned. On a fail, the creature is Stunned until the end of its next turn.

In addition, the ground you walk on is set alight. The effect is similar your Channel Divinity. The ground becomes Difficult Terrain and creatures walking in the flames for the first time on their turn, or ending their turn in the area take 6 Fire Damage.

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