Paladin
Base Class: Paladin

Tenets of the Open Flame

While those who follow this oath may have slightly different views, their tenets are typically around the following.

Flames of Passion. Our flames burn the hottest, and shine the brightest, and with it we will inspire and improve the world.

Sparks of Inspiration. Always strive to create, see an impossible challenge as another opportunity create something wonderful.

Tools of the Trade. Life is like metal, full of rough edges and impurities, but if you treat it, temper it take a good care of it, it becomes something wonderful. So always be ready for the situation at hand. You never know when another difficult hurdle will come at you.

Oath of the Open Flame Spells

You gain oath spells at the paladin levels listed.

Oath of the Forge Spells
PALADIN LEVEL SPELLS

3rd

Identify, Create or Destroy Water

5th

Heat Metal, Magic Weapon

9th

Elemental Weapon, Protection from Energy

13th

Fabricate, Watery Sphere

17th

Animate Objects, Creation

Open Flame Channel Divinity: Forge Endurance

 As a bonus action, you call upon the flames of the forge to bolster you and your allies, you can choose a number of creatures up to your Charisma modifier that are within 30 ft. of you. For 10 minutes, each creature you choose gains a bonus to their AC equal to half your proficiency bonus (rounded up).

Open Flame Channel Divinity: Artisans Blessing

Starting at the beginning of a short rest, you conduct a ritual to your deity that grants you the ability to craft a finished item that is at least part metal. The item is completed at the end of the rest. The object can be worth no more than 100 GP, and as part of this ritual, you must expend metals, such as coins or other finished items, with a value equal to the item you want to make. The item can be an exact duplicate of a non-magical item, such as a copy of a key if you possess the original during your short rest. 

Additionally, any spell you might want put on a weapon, armor or a single non-magical item, you can extend the duration of that spell to last up to 1 day by expending an additional 50 gold or a gem of the same value which gets consumed by the enchantment of the weapon. You can extend the duration of the enchantment  a number of days equal to your proficiency bonus.

Tools of Inspiration

When you choose this oath at 3rd level, you gain proficiency with smith's tools and one additional Artisan's tools.

Aura of Smiting

Starting at 7th level, each friendly creature within 10 feet of you gains resistance to fire damage, and their fire damage ignores fire resistance. The aura also grants a bonus to all Artisan's tools checks equal to your Charisma modifier (min. 1). At 18th level, the range of this aura increases to 30 feet.

Forge Adaptability

You have learned to adapt to the constantly changing temperatures of the forge. At 15th level you are able to exude the forge itself. Choose fire or cold. For the next 10 minutes:

  • Fire. Fiery wisp appear around you or one target within 5 feet of you as they provide you resistance to cold. Whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from the fiery wisps, and they catch on fire until they use an action to put the fire out. While on fire they must roll a Constitution saving throw of your Spell save DC to keep a piece of metal of your choosing on their body that is not larger than a 2 foot cube. if they succeed, they they keep the object, but don't take any damage.
  • Cold. Ice crystals appear around you or one target within 5 feet of you as they provide you with resistance to fire. whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with crystals. The attacker takes  2d8 cold damage from a ice crystals, and their speed is reduced to 0 feet until the end of their next turn.

Once you use this feature you cannot use it until you finish a long rest.

Aspect of the Forge

At 20th level, as an action, you transform into a giant metal sentinel of the forge, surrounded by roaring flames. For the next minute you gain the following benefits:

  • Your Aura of Smiting now grants immunity to fire damage. The first time an enemy enters your aura or starts it turn turn there, it takes 20 fire damage and after that at the start of each of their next turn they take 10 fire damage (ignoring resistance and immunity). 
  • While in this transformation you can change any radiant damage you make to fire damage and vice versa.
  • Your melee weapons deal double of that weapons damage.

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

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