Paladin
Base Class: Paladin

The Oath of the Bonfire is a commitment not to any god, but to the warm flames of a bonfire. They do not worship it as a deific figure, rather they treat the fire with a reverence and respect as if it were a holy object. Paladins that take up this oath know that light and smoke stacks are a signal to weary travelers looking for safety, and hungry monsters looking for food. It is a knights duty to guide these people to the comfortable resting place of a bonfire, while also defending it and them from the vile creatures that take advantage of such friendly flames. But most importantly is the watching of the bonfire, for nothing is more dangerous than a land ruined by the tiniest ember.

TENETS OF THE BONFIRE

The tenets of the Oath of the Bonfire are simple to understand yet not all will find them as easy to live by.

Guide the Weary. The world is filled with wondering travelers and lost hikers that need a place to spend the night. Directing them to a bonfire is the least a knight should do.

Fight the Exploiter. Monsters and fiends roam the world in search of signs of life, and your bonfire shall not be a beacon for villainies schemes.

Watch the Flame. To protect the bonfire is to protect those that need it's warmth, and to tend the bonfire is to protect the land from it's devastation.

Channel Divinity

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

Flame's Judgement. You can use your Channel Divinity to produce a flame in your hand that acts as a mirror of the soul. As an action, you hold the flame in front of a creature, the flame will react to the personality or intentions of said creature. The flame can become warmer or colder, change in color or size, etc. For example, the flame could become snuffed out if the creature has intent to kill or destroy, or it could grow brighter if their will is strong.

How the flame responds is decided by the Dungeon Master, and is interpreted by the player. The flame can not tell the creature's exact thoughts and feelings, only act as a reflection of the fire inside all beings.

Fuel the Fire. You can use your Channel Divinity to burn your foes with the strength of your flames. As a bonus action, you can make a single creature that you can see within 10 feet of you becomes vulnerable against your flames for 1 minute. The creature will suffer an additional 1d6 fire damage from any melee attack or spell that deals fire damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Bonfire Spells
PALADIN LEVEL SPELLS

3rd

burning hands, comprehend languages

5th

continual flame, locate object

9th

beacon of hope, fireball

13th

fire shield, private sanctum

17th

flame strike, immolation

Aura of Warmth

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to cold damage, and are kept warm from frigid weather.

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

Tireless Watch

Starting at 15th level, your duty to the bonfire requires a watchful eye to ensure it's flames, those resting, and the environment stay protected. Thankfully your inner flame has become greater in might, allowing you to functionally operate off of less hours of sleep. A long rest for you only requires 4 hours, elves and other creatures that experience a trance like state are unaffected by this benefit. In addition, yourself and all those that rest with the light of your bonfire gain 20 temporary hit points at the end of a long rest.

Embered Knight

At 20th level, you can coat yourself in the embers of your bonfire. Flames will lick at your body, and with every breath you take the embers breathe with you. As an action you gain the following benefits for 1 minute:

  • All fire damage heals you instead of damaging you.
  • Any creature that lands a melee attack against you will take 15 points of fire damage.
  • As an action you can cause an explosion of fire to emanate from you in a 10 foot radius. All enemy creatures must make a Dexterity saving throw, on a failure they take 8d6 fire damage and half as much on a success. This action can't be done two rounds in a row as the embers need to reignite.

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

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