Base Class: Paladin
Paladins of the oath of the flame are a burning brand upon their foes, using the power of fire to cleanse the world of hatred and evil, but also using fire as a creative force to rebuild and reconstruct. They can incinerate their enemies with blast of divine flame, as well as instill their allies with hope and determination. Woe falls upon those who claim a paladin of the oath of the flame as their adversary.
TENETS OF THE FLAME
A paladin of the Oath of the Flame swears to protect the spark of creativity and life.
Courage. Never back down from a fight. Face your foes openly, so that you may defeat them forever.
Passion. Trust in yourself to do what is right. Revel in the knowledge that you are a protector of the weak and the downtrodden.
Resolve. Never let your enemies break you. Keep on fighting until your final breath.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Flame Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Flame Spells
Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Blazing Wrath. As a bonus action, you can use your Channel Divinity to surround your allies in an aura of flame. For the next minute, when an ally of yours within 30 feet of you takes damage from a creature you can see, you can use your reaction to deal fire damage to that creature equal to 2d6 + your Charisma modifier.
Fire of Inspiration. When a creature that you can see makes an attack roll, ability check, or saving throw, you can use your Channel Divinity to grant them a bonus to the roll equal to your Charisma modifier. A creature can gain this bonus only once per turn.
Aura of Conflagration
You emanate an aura that incinerates your foes. While you aren’t incapacitated, any creature hostile to you that ends their turn within 5 feet of you or moves within 5 feet of you for the first time on their turn takes 1d6 fire damage.
When you reach 18th level in this class, the range of the aura increases to 10 feet.
Flame Master
At 15th level, you have become a master of wielding and controlling fire. You are resistant to fire damage, and whenever you cast a spell or make an attack that deals fire damage, you can reroll one damage die. You must use the new roll.
Inferno Lord
At 20th level, you can ignite yourself with divine flame. As a bonus action, you gain the following benefits for 1 minute:
- You are surrounded by an aura of flame, granting you immunity to fire damage.
- When you make an attack or cast a spell that deals fire damage, it deals additional damage equal to your Charisma modifier, and ignores resistance to fire damage.
- You have advantage on ability checks and saving throws.
Once you use this feature, you can’t use it again until you finish a long rest.
Should be fixed now with the update version. Thanks for your patience.
Just as an FYI, I'm unable to manually change the bonuses. I'll just have to remember charisma not wisdom until then.
I agree with you. Cleansing Flame was my idea to make them sound more like righteous crusaders 😊. It’s not derived from Eberron.
I try to keep most of my homebrew setting-agnostic, so that people can implement it into their campaigns however they want, without having to make any major modifications.
This reminds me a little of the Silver Flame paladins from Eberron. Also, if you wanted you could change the name to Oath of the Cleansing Flame?
Much appreciated. Lmk when the change is applied.
Huh. Thanks for letting me know. I'll try to post an updated version soon. For now, you can manually change the bonuses (I believe).
For the channel divinities, they say to use your charisma modifier in here & when you look at them while editing the character. But on the character sheet itself, the description says wisdom modifier. I made a dummy sheet to see if the original sheet was faulty, but it shows there as well.