Paladin
Base Class: Paladin

The Oath of Flame drives a paladin to represent the nature of fire. Paladins who take this oath have witnessed and understood the purpose of fire. To grow ever brighter, consuming all in your path. Paladin’s of the flame are known for identifying themselves with a different ideology and examples of fire when they embark on a quest. A paladin of flame seeking an undead might refer to themselves as a pyre for instance. When not on a quest a paladin of the flame is known as an Ember. 

While Embers are often considered to be rash and violent, those who learn the ideals and path of an Ember know their purpose. While an Ember is not ignited in a quest they are spending time to help kindle others so they may grow and consume. Embers will act in charity to help those who they deem to be losing their flame and their momentum. Embers will take roles to inspire and lead those to follow their path of growth and consumption. 

TENETS OF FLAME

The tenets of the Oath of Flame hold a paladin to a high standard of action and justice.

Balance. One must pursue their path while maintaining themselves. Do not burn yourself out and do not move so slowly as to run out of fuel.

Destruction. To represent flame is to represent destruction among other things. Those who prevent your path forwards must be turned to ash and feed your continued journey.

Haste. A fire dies if it cannot find enough to burn. But every fire does eventually run out. Before your time is over you must make sure to complete as much as you can, to leave your mark on the world.

 Oath of Flame Features

Paladin Level

Feature

3rd

Oath Spells, Channel Divinity

7th

Aura of the Burned (10 ft.)

15th

Rekindle Life

18th

Aura of the Burned (30 ft.)

20th

Harbinger of Flame

Oath Spells

 

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

 
Paladin Level

Spells

3rd

Hellish rebuke, Longstrider

5th

Flame Blade, Pyrotechnics

9th

Daylight, Fly

13th

Fire Shield, Conjure Minor Elementals (Fire Based Elementals Only)

17th

Flame Strike, Greater Restoration

Channel Divinity

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

Rekindle the Wavering. You can use your Channel Divinity to allow you to cast forth restorative healing flame from a distance. When you use this Channel Divinity option your Lay on Hands ability has a range of 60ft for 1 minute.

One with Fire. You can use your Channel Divinity to allow yourself or another to embrace the wrath inherent in fire. When you use this channel divinity option as a reaction, you may target one creature you can see or yourself. When you do so, that creature gains immunity to fire damage until the start of your next turn.

Aura of the Burned

Starting at 7th level, your fire radiates around you burning those who you deem in your path. In a 10ft radius around you creatures suffer from flames that seem to erupt from you. If a creature of your choice enters within 10ft of you or starts its turn there, it suffers your charisma modifier in fire damage. 

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

Halo of Life

Starting at 15th level, a halo of flames surrounds your head passively. You can dismiss and rekindle it as an action. This halo creates light in a 20ft radius and dim light in an additional 20ft radius. While inside this light any creature who starts their turn unconscious in the bright light is automatically stabilized. The flaming halo extinguishes when you fall unconscious.

Beacon of Flame

At 20th level, as an action you can wreathed yourself in fire and heat. Large wings of fire erupt from your back and your halo increases in size and brilliance around your head. This change lasts for 1 minute or until you fall unconscious. You can only use this feature once per longrest:

  • The Damage of your Aura of the Burned increases by 10
  • Your Divine Smite and Improved Divine Smite class feature now deals fire damage instead of radiant. In addition, both features deal an additional 1d8 of fire damage whenever they are triggered.
  • When you deal fire damage it ignores resistance to fire damage and treats immunity to fire damage as only resistance to fire damage.
  • You gain a fly speed of 80ft. Your Halo of Life increases the radius of its light to 60ft of bright light and then 60ft of dim light.

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