Paladin: Oath of the Pyre (2024)

Fire has been an icon of many sects and gods, honored for it's ability to both destroy and preserve life, and thus an exchange of life and death has been a common ritual to honor the flame. Those who have devoted themselves to the pyre are called fanatics by some, martyrs by others, as they wreathe themselves in the flames they worship. While the countless sects and groups of fire worshippers harbour differing rituals, they are united in their self-sacrificial practicis, harming and healing at the cost of their own wellbeing. They gain access to flame magic, and focus on complex trades between vitality and power.

Contents

  • 1 Oath Features
    • 1.1 Oath Spells
    • 1.2 Strengthening Flame
    • 1.3 Flaming Hands
    • 1.4 Branded Martyr
    • 1.5 Burning Bright
    • 1.6 Sacred Pyre

Oath Features[]

Oath Spells[]

Your fascination with the sacred fires has graanted you control over searing magic. You can add the following spells to your paladin spell list when you reach the correspondent level. You always have these spells prepared, and they don't count against your number of prepared spells.

Paladin LevelSpells
3rdAbsorb Elements, Hellish Rebuke
5thBlindness/Deafness, Scorching Ray
9thFireball, Protection from Energy
13thFire Shield, Wall of Fire
17thImmolation, Wall of Light

Strengthening Flame[]

Starting at 3rd level, you can envelop yourself in fire to cause one of the following two effects. After you have done so, you can't do so again until you finish a short or long rest.

  • Blinding Faith: As a bonus action you can egulf yourself in a cloak of swirling flames for 1 minute, or until you lose concentration, as if concentrating on a spell. Until the effect ends, you are blinded, shed bright light in a 10 foot radius, and dim light for an additional 10 feet. You ignore any effects of the blinded condition if you are interacting with a creature within the bright light. At the start of each of your turns, you can spend up to 5 restoration points from your lay on hands to heal yourself for an equal amount og hit points as a free action.
  • Cleaning Fire: At the start of your turn, if you have at least 1 hit point, you can activate this effect. Any spells that affect you end, aswell as any condition other than prone, grappled, restrained and surprised. Every creature within 10 feet of you must make a dexterity saving throw against your spell save DC. You and every creature that failed the saving throw take 1d6 fire damage plus and additional 1d6 for every condition and spell that was ended. Creatures that succeeded on the saving throw take half as much damage. This damage cannot reduce you to less than 1 hit point.

Flaming Hands[]

Starting at 7th level, you are able to channel your restoration to a destrutive force instead. When you use your divine smite, you can choose to expend at least 5 restoration points instead of a spell slot. When you do so, you deal no additinal radiant damage with the smite, instead dealing 2d8 fire damage, plus 1d8 fire damage for every 5 points you spent on the attack.

Branded Martyr[]

At 10th level you are able to draw upon the restorative might of the flame. When you cast a spell, you regain a number of restoration points equal to twice the spell's level. When you take fire damage, you regain a restoration point for every 4 points of damage you take.

Burning Bright[]

Starting at 15th level, you are able to shield others from harm, leaving yourself exposed. All creatures allied to you within 30 feet of you other than you gain resistance to fire, psychic and radiant damage. When such a creature takes fire damage, you take the same amount of fire damage. Damage taken this way cannot reduce you to less than 1 hit point. When you deal fire damage to a creatrue neither immune nor resistant to radiant damage, you ignore the creature's resistance to fire damage and any reduction to fire damage it may benefit from.

Sacred Pyre[]

At 20th level, you can become a vessel for the flames you worship, surroundign yourself in a storm of fire for 1 minute, until you start your turn with 0 hit points or until you have no more restoration points left. During this time, you gain the following benefits:

  • When you cast a spell that deals fire damage, the level of the spell slot expended is automatically increased by 2 when you expend it.
  • Any fire damage you deal with your divine smite is doubled.
  • You shed bright light in a 30 foot radius and dim light for an additional 30 feet. Attacks made against creatures allied to you are made at disadvantage if both the attacker and the target are within the bright light.
  • When you are reduced to 0 hit points, you can spend 10 restoration points to instantly regain 1 hit point. If you have less than 10 restoration points, you can instead expend all restoration points to instantly regain 20 hit points.

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

Paladin: Oath of the Pyre (2024)

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