Base Class: Paladin
The Oath of Scorched Earth is a solemn commitment to burn out corruption wherever it takes root. When the blight of evil infests a forest, a city, or even a kingdom: Paladins who swear
this Oath arise to reduce their world to ash. For Paladins of the Scorched Earth understand that the cleansing of evil must be complete, lest it grow new roots. Only then, can new
life grow from the ashes.
TENETS OF SCORCHED EARTH
A Paladin who takes this oath has the tenets of Scorched Earth seared into the weapons and armor they carry.
Cleanse with Flame Corruption must be burned out at its source. If allowed to spread, the treatment may become more harmful than the disease
No Mercy for the Corrupt The flames don't mourn my enemies and neither should I.
Sacrifice I must be willing to succumb to the lames of my crusade and find salvation in the ashes.
Rebirth Cities may fall fields may burn, dynasties may die: always from the ashes something new arises. When bringing about destruction or death, plant the seeds for regrowth.
Oath of Scorched Earth Features/Spells
Class Level Feature
3rd burning hands, searing smite
5th continual flame, misty step
9th fireball, revivify
13th fire shield, wall of fire
17th immolation, dispel evil and good
Bonus Cantrip
When you take this oath at 3rd level you gain the Produce Flames cantrip if you don't already know it
Channel Divinity
When you take this oath al 3rd level you gain the following two Channel Divinity options.
Ignite Weapon As a bonus action. you can cause any weapon you are holding to erupt in flame, using your Channel Divinity. For 1 minute, you deal an extra 1d6 fire damage to your target whenever you hit it with a weapon attack. The fire damage dealt by this feature bypasses fire resistance, but not immunity. The weapon emits bright light in a 10-foot radius and dim light 10 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
Armor of Flame As a bonus action, your cause your connection to the cleansing flame to manifest as wisps of smoke and flame that rise from your body. You gain resistance to fire damage and temporary hit points equal to 1d10 + your Paladin level for up to 1 minute. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d4 fire damage.
Aura of Wildfire
Beginning at 7th level, your cleansing flames begin to spread to those around you. The effects of your channel divinity features are extended to any friendly creatures within 10 feet of you at the moment channel divinity is activated
At 18th level the range of this aura increases to 30 feet.
From the Ashes
Beginning at 15th level when you die you can instead choose to return to life with 1 Hit Point. When doing so, your body bums away to ash and you are rebom in a fiery explosion that deals 5d10 fire damage to all creatures within 10 feet of you. If you were prone when this feature is activated, you are instantly returned to a standing position
Once you use this feature, it can't be used again for 1d8d days
Phoenix Knight
At 20th level your very soul ignites and you become the embodiment of flame. Using your action, you can undergo a transformation. For 1 minute, you gain the following benefits:
• You ignite your body, replacing your form with white hot flame. Any creature which ends its turn within 10ft of you must make a Dexterity Saving Throw. On a failed save it takes 5d8 fire damage, or half as much damage on a success.
• As you move through terrain, it bursts into flame behind you, scorching the earth as you move. Any ground you move through while this feature is active ignites into lame and becomes difficult terrain. Creatures that pass through this flame or end their turn within 5ft of it must make a Dexterity Saving Throw. On a failed save it takes 5d8 fire damage or half as much damage on a success
• All fire damage you inflict while this transformation is active bypasses fire resistance, but not immunity to fire damage. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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10/30/2020 5:12:03 PM
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2.0
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Coming Soon
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