Oath of the Eternal Flame (5e Subclass)

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Oath of the Eternal Flame[edit]

Cosmetic_icon_Dragon%27s_Ascension.png
Oath of the Eternal Flame
(Dragon's Ascension from Dota 2)

This is a Sacred Oath that can be taken by paladins.

The Oath of the Eternal Flame binds paladins to the ideals of neutrality, balance, power, and strength. The Oath values true neutrality, as its paladins, also called cleansers, balancers, red knights, and flamehands, strive to keep good and evil in perfect balance. They adorn their red and gold weapons and armor with flames, symbolizing rebirth and power. They believe that if balance is not maintained, the Eternal Flame will be extinguished and all life will cease to exist. In times of great danger to the balance, Paladins will arise and swear the Oath of the Eternal Flame to defeat the powerful forces of good or evil that threaten it.

Tenets of the Eternal Flame[edit]

The exact Tenets vary from Paladin to Paladin, but they all revolve around maintaining balance and gaining power.

Keep the Balance. Seek out and destroy strong forces of good and evil that threaten to overthrow the sacred balance and extinguish the Eternal Flame.

Leadership. Red knights must be placed in positions of power, as the principle means of maintaining balance.

Respect the Fire. Control over fire represents control over order and chaos. If unchecked, the flames can spread and destroy. When understood and tamed, it can create civilizations. Extinguish flames where they rage uncontrolled or burn too brightly. Bring fire to places of primitive cultures and teach them to harness it; light the darkness and bring warmth.

Rebirth. Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises. On encountering destruction or death, plant the seeds for regrowth (be it for good or evil). On great personal failure – or physical or emotional wounds – take ownership, change, and arise like a phoenix.

Bonus Cantrip

At third level when you take this Oath, you learn the Sacred Flames cantrip if you don't already have it from another source. As with your other spells, Charisma is your casting modifier for it.

Oath Spells

You gain Oath spells at the Paladin Levels listed:

Paladin Level Spells
3rd burning hands, armor of Othrys
5th continual flame, flaming sphere
9th fireball, revivify
13th fire shield, wall of fire
17th flame strike, raise dead

Channel Divinity[edit]

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

Fiery Weapon. As an action, you can imbue a weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d8 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

The extra damage increases to 2d8 at 9th level and 3d8 at 17th level.

Turn the Outsiders. Creatures from the outer planes are epitomes of extreme alignment, so you have special power over them. As an action, you can raise your holy symbol, which bursts into flames that sear the eyes of undead, fiends and celestials. Each undead, fiend or celestial that can see the holy symbol must make a Charisma 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 within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is no unoccupied space that the creature can move into, it can take the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Red Knight's Blessing[edit]

Starting at 7th level, your divine power aids your companions to strike down their enemies. You can use the help action as a bonus action on any ally within 10 feet of you. If this ally then hits on the attack that you are helping them with, they do additional fire damage on the attack equal to your Charisma modifier.

At 18th level, the radius of this effect increases to 30 ft. Additionally, if a friendly creature hits on an attack with which it had advantage due to your Red Knight's Blessing, you can use your reaction to make one melee attack against the same target, dealing additional fire damage equal to twice your Charisma modifier on a hit.

Out of the Ashes[edit]

Starting at 15th level, when you succeed on a death saving throw and have at least 1 Hit Die left, you may spend that Hit Die to regain hit points. You roll the die and add your Constitution modifier, regaining hit points equal to the total. If you spend a Hit Die in this way, you may also stand up from prone as a bonus action.

Phoenix Knight[edit]

At 20th level, you can assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation. For 1 hour, 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. This light is sunlight.
  • You and all allies within 30 feet of you are under the effects of a protection from evil and good spell.
  • You emanate an aura of the Eternal Flame in a 30-foot radius. Aberrations, celestials, fey, fiends and undead in the aura have vulnerability to fire and radiant damage. When an enemy creature enters this radius for the first time, they must immediately make a Dexterity saving throw versus your spell save DC, taking 5d10 fire and 5d10 radiant damage on a failure and half that amount on a success. If a creature starts its turn in this radius, it must immediately repeat the saveIn addition, you and friendly creatures in the aura are immune to being frightened, charmed, or possessed by creatures of the aforementioned types.

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

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