Paladin
Base Class: Paladin

As a warrior of the Boros Legion, it is your civil duty to uphold the law and smite anyone that may threaten the balance of order. You are justice personified. You are the keeper of peace. You are a pillar of might that stands to hold chaos at bay. With out the might of the Legion, order would fall and death and destruction would sweep across the land. Your strength and valor have given you a chance to be apart of the Legion, but when you swear by this oath, you adopt the awesome powers of the Firefist. These Firefists combine the combat training of a solider with the arcane knowledge of the embermages to create a true force of power. Your righteous flame shall cleanse all evil.

TENETS OF THE LEGION

Though the exact words and strictures of the Oath of the Legion vary, paladins of this oath share these tenets.

Order. With out order, we are subjects to chaos.

Law. The law must be upheld at all costs.

Might. The might of the Legion is what holds up the law.

Honor. It's not enough to just be a capable warrior, you must be an example of justice in all aspects.

Duty. You're responsible for protecting the innocent. You must use your strength to protect those who cannot protect themselves.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Legion Spells table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd Burning Hands, Faerie Fire
5th Continual Flame, Flame Blade
9th Fireball, Haste
13th Conjure Minor Elementals, Wall of Fire
17th Flame Strike, Immolation

Channel Divinity

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

Razia's Blessing. Your weapon begins to radiate with fiery light. The archangel has blessed you with holy fire to smite all those that threaten Ravnica and her laws. As a bonus action, you can imbue one weapon that you are holding with the holy fire of Razia, using your Channel Divinity. For 1 minute, whenever you hit with a weapon attack, you deal an extra 1d6 fire damage and the target must make a Constitution saving throw or suffer from Burning. Burning is a status effect which rapidly burns living flesh. At the beginning of each of the affected creatures turn, they take 1d6 fire damage. 

The effect's damage increases when you reach higher levels. This effect’s damage increases by 1d6 when you reach 7th level (2d6), 11th level (3d6), and 16th level (4d6). The affected creature can repeat the saving throw at the end of each of it's turns. 

Wrath of Flames. Unleash your holy fire and knock back your foes to regain the advantage. As an action, you can lift your weapon to the heavens and create a burst of flames to scatter your enemies. All creatures within 10 feet of you take 2d8 fire damage and must make a Strength saving throw or be knocked 10 feet away from you and fall prone. Creatures that are Huge or larger are unaffected.

Aura of Searing Flames

Starting at 7th level, the cleansing fire brought down upon your foes causes those afflicted to writhe in searing pain. Creatures affected by Burning have disadvantage on all saving throws while within 10 feet of you.

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

Wild Fire

Just like wild fire, your power grows and spreads to enemies around you, decimating those you have judged. When ever you hit a creature who is already affected by Burning, that creature, as well as any other you designate within 10 feet of the target take extra fire damage equal to your Charisma modifier (minimum of +1).

In addition, you also gain resistance to fire damage.

Scorched Earth

At 20th level, you become a master of the flames, controlling it for your single purpose. Transform yourself, become one with the flames. This transformation causes your skin to partly melt away as an intense flame covers your body. Your eyes being to glow with the intensity of the sun. Evil shall burn. As an action, you can undergo a transformation that lasts for 1 minute. This effect includes the following:

  • You illuminate bright light in a 20-foot radius around you and dim light for another 20 feet.
  • You become immune to fire damage.
  • When ever Wild Fire activates, any creature that is hit by the extra fire damage must now make a Constitution saving throw or suffer from Burning.

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

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