Base Class: Paladin
Tenets of the Keepers
The Keepers are protectors and cultivators of the sacred flame. Their role is that of envoy, wayfarer, and guardian and their tenets reflect this.
Guidance of the Flame. Use your guiding light to shepard both errant and righteous souls alike towards salvation and peace.
Kindle the Flame. Where the light has faded, you must rekindle it. You are an envoy of hope and certainty in an uncertain and oppressive world.
Temper the Flame. The Flames are of both destruction and protection. A heat that will purge the wicked when unleashed, and shelter the innocents when tamed.
Preserve the Flame. That which is pure and innocent must be preserved. Even in darkness takes to your own heart, preserve the Flame within yourself.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Solemn Vigil. You can use your Channel Divinity to become a tireless guardian. At the start of a long rest you may use your Channel Divinity to start a Vigil. The Vigil lasts the entire rest. During this time you do not need to sleep and will not gain a level of exhaustion so long as you remain on watch the entire duration and do nothing else. During this time you may add your Charisma modifier to any Wisdom (Perception) checks you make during the rest (minimum of +1). During your Vigil you cannot be surprised even if you fail to notice the attackers. If an encounter begins during your Vigil, you have advantage on your initiative roll.
Additionally, you may as part of your Vigil, cast Continual Flame if you know it. If cast into a lantern, it takes on the brightness of the lantern which can then be used as your holy symbol and can be affixed to your weapon, shield, or belt.
Note: The holy Flames of different churches are often a color other than that of typical fire. Be creative and think of what aesthetic would fit most with your doctrine.
Cleansing Flame. You can use your Channel Divinity to Imbue your fire damage with a holy fervor and your radiant damage with a fiery passion. As a bonus action, you use your holy symbol to harness your sacred Flame for 1 minute. During this time any time that you deal radiant or fire damage you can choose to either deal one or the other. This choice comes before any damage resistance is taken into consideration.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Pyric Aura
Beginning at 7th level, the light from your sacred Flame creates a searing ward to you and your allies. You and friendly creatures within 10 feet of you have resistance to fire and radiant damage. Whenever you or an ally you can see within your aura is targeted by an attack, you can use your reaction brandish your flame at the attacker, forcing them to make a constitution saving throw, DC equal to your spell save DC. On a failed save, they become blinded until the end of their next turn. You can use this reaction a number of times equal to your Charisma modifier (minimum of 1 time). All uses are restored at the end of a long rest.
At 18th level, the range of this aura increases to 30 feet.
Ever-Vigilant Flame
Starting at 15th level, you become attuned to the sacred Flame you carry in your lantern. As an action, If you have cast a continual flame into a lantern from your Channel Divinity, you gain Truesight of 30 feet for 1 minute. You see through the flame itself and thus can close your eyes and still be able to see through it.
You can use this action a number of times equal to your Charisma modifier (minimum of 1) and regain all uses after a long rest.
Immolative Radiant
At 20th level, your sacred Flame coalesces around you into a resplendent form. For example, this can be in the shape of armor seemingly made of shifting, flame-like plates, a spectral flame that surrounds you but never seems to touch you, or flames that seem to emanate from your eyes, mouth, or even pores.
Using your action, your Flame becomes manifest. For 1 minute, you gain the following benefits:
- You are immune to all fire and radiant damage.
- Any number of creatures within your Pyric Aura you choose are immune to fire and radiant damage.
- Enemy creatures within your Pyric Aura have disadvantage on all saving throws against spell effects or features which deal fire or radiant damage.
- Enemy creatures within your Pyric Aura who are immune to fire or radiant damage instead have resistance, and any who are resistant lose their resistance.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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2/12/2020 6:21:18 AM
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