Base Class: Paladin
The Oath of the Incandescent is taken by a Paladin who follows the will of the Phoenix God, Milcham. These Paladins, known as the Blades of the Flame or Cinder Knights, use the teachings of the ancient Fire God as guidance. Fire Creates, Fire Consumes. Fire Inspires and Fire Enlightens. Though many of these Paladins take this oath to destroy the forces of evil from this world, this Oath features another dimension. In order for evil to perish, knowledge must outshine ignorance, compassion must overcome cruelty. Not only must one purge the impurities out of the forge of mankind, but the flames of these paladins must renew and nurture the world around them.
Tenets of the Incandescent One.
Though the exact wording slightly varies from every Paladin of the Incandescent One, the Tenets all are the same.
Light the way—Be an example of the Incandescent One’s light in this world. Lead with Compassion and Justice. Protect those who cannot protect themselves.
Enlightenment—Knowledge is Light. Ignorance is darkness. Learn how to fight the dark forces that taint this world by any means necessary.
Immolate the Wicked—Mistakes may be forgiven and many can be redeemed, but when true darkness and evil ascends, burn every last trace of it from the world.
Rebirth—If this world cannot be saved, then Reforge it. Tyrants rise, Empires fall, and there shall be times of great suffering and hardship. But by your will, the Light will return and burn brighter than ever. Rise from the Ashes around you!
Channel Divinity
When you take this oath at the 3rd level, you gain the following two Channel Divinity options.
Anger of the Incandescent One. You can use your Channel Divinity to fly forward wreathed in flame. As an action, you fly forward 60 feet in a straight line to an unoccupied space you can see. This movement ignores difficult terrain and does not provoke attacks of opportunity. Any creature within 5 feet of this movement must make a Dexterity saving throw. On a failed save, the creature takes 3d8 plus half your Paladin level fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and is not pushed.
The extra damage increases to 4d8 at 9th level and 5d8 at 17th level.
Inspiration of the Incandescent One. As an action, you can use your Channel Divinity to call on divine wisdom to aid you towards a task at hand. For 10 minutes, when you roll for an ability check using a skill or tool, you can roll a 1d4 and add it to the roll.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Incandescent One Spells
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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 the Incandescent One
Starting at the 7th Level, you emanate the Eternal Light of the Incandescent One. Allies within 10 feet of your aura have advantage on death saving throws.
At the 18th level, the range of this aura increases by 30 feet.
Soul of the Incandescent One
When you or an ally draws near death, you can call on the Eternal Flames of The Incandescent One to alight the fallen back from the brink. Whenever you or an ally within your aura is reduced to 0 hit points but are not killed outright, you may use your reaction to have that creature be reduced to 1 hit point instead and regain hit points equal to twice your paladin level. Any hostile creatures within 5 ft. of a target must succeed a Constitution saving throw or be blinded until the end of their next turn. Undead and fiends have disadvantage on this save. You may activate this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Judgement of the Incandescent One
At the 20th level, as an action, you can undergo a transformation where you become the Avatar of the Incandescent One itself. You surround yourself in a Maelstrom of Majestic Fire and Light. For the next 10 minutes, you gain the following benefits:
- Fiery wings appear on your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that.
- You gain immunity to fire damage
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Whenever a hostile creature starts its turn within 30 feet of you, it must make a Constitution saving throw. It takes 2D8 Fire Damage on a failed save and is blinded for 1 minute and can repeat the saving throw at the start of its next turn. It takes half the damage on a success and is not blinded.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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7/21/2021 10:43:28 PM
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