Paladin
Base Class: Paladin

It is hard to put a reign and bridle on a paladin with such vehemence. They do what they are passionate about and are extremely strong willed. They have little concern when it comes to pleasing their deity, as the deity is as fickle as flame too. Paladins of this oath believe in their own line of justice and only serve their deity for as long as their goals are aligned.

The Oath of Ardor is for the paladins that serve their cause with fervor and passion, no matter what they must accomplish, they are willing to give all the power that their bodies can muster to succeed in their endeavor. Passionate personalities, strong wills and fiery strength are what make a paladin of Oath of Ardor a paladin. Many who swear this oath are devoted to gods that suit their view of the world, they align themselves with a suitable deity to enforce the deity's (and their own) values upon the lands.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Burning Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack and damage rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 15-foot radius and dim light 15 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Burn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it takes radiant damage equal to twice your level. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

faerie fire, compelled duel

5th

flame blade, flaming sphere

9th

fireball, aura of vitality

13th

freedom of movement, fire shield

17th

immolation, flame strike

Aura of Fervor

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to fire and necrotic damage while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purifying Flames

Beginning at 15th level, as action on your turn, you can reduce half of your remaining health and convert it into a dense and volatile flame which explodes.

All hostile creatures within 30ft of you must succeed on a Constitution Saving throw or take radiant damage equal to twice your level + the amount of HP this effect consumed. On a successful save, a creature takes half damage from this effect.

You have one use of this feature and regain that use after a long rest.

 

Holy Combustion

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 60-foot radius, and dim light shines 60 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 15 fire damage.

In addition, for the duration, you have advantage on saving throws against spells and resistance against damage from spells and other magical effects.

Once you use this feature, you can’t use it again until you finish a long rest.

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