Paladin
Base Class: Paladin

Description

You are a paladin who has taken the oath of the Seraphim, those who do are of rare caliber. They are the ones who will lay down their lives to protect others they’ve never meet before. And those who will purge the world of the undead filth that inhabits it. Those who take up the mantle will be the first and last line of defense from the terrors in this world. Make no mistake brave templar, there are in fact things that go bump in the night. But find your resolve for, you and others who swear this oath, are the ones who will bump back. And when all is said and done, you will be there to heal the wounded and bring peace to those who have lost the most. For you are more than just a weapon of war, you are a healer of the broken and a defender of the week. This is your charge, your duty, your greatest calling.

Many who serve as paladins of the Oath of the Seraphim will more often than not chose to follow Pelor the Dawn Father. Pelor is ideal for those looking for structure, compassion, and a reason to purge the undead. For those who are of a more zealous nature, Bahamut the Platinum Dragon may be a better choice for a god to follow. However, if the “fire and faith” are not to your liking, then I’d recommend just the "fire”.

As some paladins devote themselves to a god or a strict religion. You may choose to swear the oath to the sun itself, where its gentle warmth will always be present on the back of your neck. A constant reminder of its protection and presence that brings hope to all who bask in its radiance. At the same time, the sun can be a merciless reminder that it will burn those found wanting. After all, you can’t escape the fires of justice, nor those chosen to wield them. So beware of the undead, and drag them out into the light to be judged by the cleansing flame of the sun.

Whatever path you chose, remember to always walk within the light. Be well paladin, and remember the tenets of your oath.

(You and your DM may choose to replace guiding bolt with Zephyr Strike but that's up to you.)

 

Tenets of the Oath

Healing flame: Cauterize other’s wounds, and provide aid and comfort where you can. Fire can heal, just as it can harm.

Warm Hearth: Be kind and accepting to all, and offer kindness and friendship to those you trust the most. They will be your greatest strength.

Focused Wrath: If left unchecked, the flame can burn you just as it can burns others. Zeal in moderation.

Cleansing Inferno: Burn the undead without remorse or hesitation, their corruption cannot be allowed to spread. Purge the undead.

 

 

Channel Divinity

  • Seraphim's Touch: As an action, target yourself or a friendly player within 30 feet of you and heal them. The healing done is equal to half of your Paladin lay-on Hands ability (rounded down).
  • Seraphim's Advance: As an action, You manifest wings that "are not capable of flight" and disappear after 1 minute. Instead, they can help you glide down from high places by reducing fall damage. Also, they can help you jump twice as high with powerful wing beats that help push off the ground. In addition to this, your base walking speed is now 50ft for the duration of this effect.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Seraphim Spells
PALADIN LEVEL SPELLS

3rd

guiding bolt, healing word

5th

misty step, prayer of healing

9th

daylight, haste

13th

fire shield, guardian of faith

17th

flame strike, mass cure wounds

Aura of Radiant Flames

Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to fire and radiance damage.

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

 

Seraphim’s Final Reckoning

 At 15th level, you can use your action to activate this ability for 1 hour. Your Improved Divine Smite ability is now 2d8, instead of 1d8. This empowers your weapon with divine energy which makes your weapon magical, if not already magical, for its duration.

Also, as action, you can choose to end this ability early to call down the wrath of angels. On a failed Constitution saving through deal 10d10 radiant damage to all enemies within 15ft, or half as much on a successful saving through. 

Once this ability ends, you can not use it again until you finish a long rest.

 

True Seraphim

At 20th level, as an action, you become the full embodiment of a Seraphim. Brilliant light and golden flame gently surround you, this light shines in every direction blinding all enemies within 10ft of you. In addition, you manifest a pair of Seraphim Wings wreathed in golden fire, sprouting from your back acting as normal wings would. Your Seraphim Wings have a flying speed equal to 120ft and last for 1 hour.

When you activate this ability, for 1 hour, you gain the following benefits:

  • You sprout Seraphim Wings that have a flying speed equal to 120ft.
  • Lay on Hands is reset to your maximum of 100, once per activation.
  • All enemies are considered blind while they are within 10 feet of you.

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

 

Previous Versions

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Oath Of The Seraphim Image

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