Paladin
Base Class: Paladin

Tenets of Conflagration

The Oath of Conflagration is often taken at midday when the sun is highest, or whilst a walk atop coals. In either case, a ritualistic searing of flesh is a mandatory part of swearing the oath.

Cleanse and burn. The fires of righteousness serve to burn and to cleanse. Fire is indiscriminate, and without mercy. Reduce your enemies to ash, sprinkling their remains into nothingness.

Rebirth and renewal. But from these ashes rises the light, for good sprouts from the defeated evil. Be sure to stay your flame from the good that you seek to kindle.

The Dawn Breaks the Shade. Stand fast and persist in your faith, even in insurmountable darkness. For the sun always rises each morning, to chase away the night and to bring forth a new day.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of Conflagration spells
Paladin level Spells
3rd burning hands, searing smite
5th continual flame, darkvision
9th daylight, fireball
13th elemental bane, wall of fire
17th dawn, immolation

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

From Ash to Fire. As an action, you use your channel divinity to uplift one ally from the ashes of defeat. Choose one creature within 30 feet of you that currently has 0 hit points. It immediately regains 1 hit point, becomes conscious, and can use its reaction to stand. As a part of the same action, you can expend points from your Lay on Hands pool to heal the creature. On its following turn, the first creature that they damage takes additional fire damage equal to 1d6 + your paladin level.

Flaming Ruin. As a bonus action, you use your channel divinity to ignite a weapon you are holding, causing it to burn with your feverous zeal. While your weapon is ingited, it sheds bright light within a 10 feet radius and dim light a further 10 feet. It deals fire damage in place of its regular type, and gains a bonus to damage rolls equal to your charisma modifier. Your weapon remains lit for 1 minute.

Aura of inferno

At 7th level, your connection to the element of fire allows you to shape and control it's essence. You learn the control flamescantrip, and while you're not incapacitated, an aura extends 10 feet from you in every direction, but not through total cover.

You and friendly creatures within the aura gain resistance to fire damage, and have advantage on saving throws to resist spells that deal fire damage. Also, whenever a hostile creature that is resistant or immune to fire damage is subject to fire damage within the aura, it instead takes an amount of radiant damage equal to the original fire damage.

At 18th level, the radius of this aura extends to 30 feet.

Emissary of flame

At 15th level, searing flame and radiance becomes part of your being. You gain resistance to radiant damage. Additionally, after you take radiant or fire damage, you gain a number of temporary hit points equal to the amount of damage that you took.

Zenith

At 20th level, you reappear from death as the phoenix from its ash. When you have to make a death saving throw at the start of your turn, or as an action, you can instead rise from the ashes like the great phoenix with a screech of fire and light. You regain 50 hit points , and creatures of your choice within 20 feet of you take 2d10 radiant and fire damage. Additionally, you gain the following benefits:

  • Wings of fire sprout from your back, granting you a flight speed equal to your movement speed.
  • Whenever you are subjected to fire damage, you take no damage and instead gain a number of temporary hit points equal to the fire damage dealt.
  • Your weapon attacks inflict an extra 1d10 fire damage.

This feature lasts for 1 minute. Once you use this feature, you cannot do so again until after a long rest.

 

Credit to u/Xenoezen on reddit: https ://www.reddit.com/r/UnearthedArcana/comments/a7y9j6/oath_of_conflagration_for_all_your_firey_paladin/

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 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.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Conflagration spells
Paladin level Spells
3rd burning hands, searing smite
5th continual flame, darkvision
9th daylight, fireball
13th elemental bane, wall of fire
17th dawn, immolation
 

Aura of Inferno

At 7th level, your connection to the element of fire allows you to shape and control it's essence. You learn the control flamescantrip, and while you're not incapacitated, an aura extends 10 feet from you in every direction, but not through total cover.

You and friendly creatures within the aura gain resistance to fire damage, and have advantage on saving throws to resist spells that deal fire damage. Also, whenever a hostile creature that is resistant or immune to fire damage is subject to fire damage within the aura, it instead takes an amount of radiant damage equal to the original fire damage.

At 18th level, the radius of this aura extends to 30 feet.

Emissary of Flame

At 15th level, searing flame and radiance becomes part of your being. You gain resistance to radiant damage. Additionally, after you take radiant or fire damage, you gain a number of temporary hit points equal to the amount of damage that you took.

Zenith

At 20th level, you reappear from death as the phoenix from its ash. When you have to make a death saving throw at the start of your turn, or as an action, you can instead rise from the ashes like the great phoenix with a screech of fire and light. You regain 50 hit points , and creatures of your choice within 20 feet of you take 2d10 radiant and fire damage. Additionally, you gain the following benefits:

  • Wings of fire sprout from your back, granting you a flight speed equal to your movement speed.
  • Whenever you are subjected to fire damage, you take no damage and instead gain a number of temporary hit points equal to the fire damage dealt.
  • Your weapon attacks inflict an extra 1d10 fire damage.

This feature lasts for 1 minute. Once you use this feature, you cannot do so again until after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
6/18/2021 1:50:51 AM
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