Base Class: Paladin
The Oath of Divine Flame is one that requires baptism by fire -- the paladins who take up this oath swear themselves to the holy fire of justice, purging the evil and preserving the good. These warriors who burn for vengeance and justice are often called red knights, flame knights, or ashen knights. They take up the mantle of divine fury through radiant, godly fire, and more often than not infuse elemental fire to further empower their sacred calling. Many paladins who swear this oath follow deities of chaos, the most common being fire gods or sun gods, but by necessity, paladins of Divine Flame must be of a good nature. They adorn their helmets, armor, and shields with symbols of fire, often including several designs of fiery creatures such as phoenix or gold dragons, the ideal role models of the fire of justice and purification.
TENETS OF DIVINE FLAME
The oath of Divine Flame varies from paladin to paladin, but its basic tenets are outlined as follows:
Spark the Flame. Flames requiring kindling and a spark. Your fire must be founded before it burns. Let your fire burn, and help others' fires to burn.
Feed the Flame. Grow your own flame from a spark to a bonfire, a little bit at a time. Fires don't grow all at once, they take patience and moderation.
Consume and Destroy. Your flame is a mighty inferno, cleansing and purifying the world. Use your fire to burn away the evil and corrupt things of the world.
Preserve and Restore. As much as a wildfire may destroy, it is also a restoring fire. Your fire must help the good as much as it harms the evil.
Burn True. It is only a matter of time until your flames are put out. Be true to yourself, and help to influence the world while your fire still burns.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Soothing Flames. As an action, you present your holy symbol, and a number of allies up to your Charisma modifier (minimum of 1 ally) are surrounded by divine fire. Each ally regains hit points or gains temporary hit points (your choice) equal to 1d6 + your Charisma modifier.
Burn the Unholy. As an action, you touch your holy symbol and wreathe yourself in divine fire. Choose a number of creatures up to your Charisma modifier within 60 feet of you (minimum of 1 creature). Those creatures must make a Dexterity saving throw and take 2d6 fire or radiant damage (your choice) on a failed save, or half as much on a successful one. Fiends and undead have disadvantage on this saving throw. Creatures who fail their saving throw have disadvantage on their next attack roll.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion 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 |
Aura of Radiant Protection
Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to fire and radiant damage.
At 18th level, the range of this aura increases to 30 feet.
Flameseeker
Beginning at 15th level, you can choose whether to deal fire or radiant damage for your Divine Smite. In addition, when you deal fire or radiant damage, you can immediately use your reaction to deal maximum damage instead of rolling. You can use this effect once per long rest.
Avatar of Fire
At 20th level, as an action, you become an avatar of fire. For one minute, you gain the following effects:
- You gain immunity to fire and radiant damage.
- The fire and radiant damage you deal ignores resistance and treats immunity as resistance.
- You shed bright light in a 20-foot radius, and dim light for another 20 feet.
- Whenever an enemy creature starts its turn in the bright light, it takes 1d6 fire damage and 1d6 radiant damage, or half as much if it starts its turn in the dim light.
Once you use this feature, you can’t use it again until you finish a long rest.
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