Paladin Oath - Oath of Purification

by SitkaPad

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Oath of Purification

The Oath of Purification dedicates a paladin to the pursuit of rooting out and cleansing the corruption they see in their world. Sometimes referred to as hell knights, inquisitors, and red knights. It is rare that a paladin chooses to fight fire with fire, but those that have done so often exercise extreme caution. They are well aware of the destructive force of fire to anything in close proximity. Still, there have been those that have lost their temper, causing ruin and tainting the name of others that swear the oath.

Tenets of Purification

The tenets of the Oath of Purification vary slightly by what caused the paladin to first swear them. The following tenets are present in almost all oaths.

Purge. I will seek evil at its source, and purify it from the inside out.

Beacon. My deeds will burn bright as a beacon of hope and guidance.

Control. Fire is a wild element, and I will do what I can to temper and focus it.

Rebirth. Where evil has left its mark, my work is not done by rooting it out. I must restore. If my actions have caused destruction, I am oathbound to provide restitution.

Oath Spells

You gain oath spells at the paladin levels listed

Oath of Purification Spells
Paladin Level Spells
3rd Burning Hands, Purify Food and Drink
5th Flame Blade, Scorching Ray
9th Beacon of Hope, Fireball
13th Aura of Purity, Fire Shield
17th Greater Restoration, Immolation

Channel Divinity

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

Wreathe In Flames. You can use your Channel Divinity to ignite one object you carry in flames for a minute. As an action, you may touch your weapon, shield, or armor covering it in flames. Other creatures that move within range for the first time or end their turn within 5 ft of the object take fire damage equal to half your Paladin level (rounded up). If the item is not on your person or you are unconscious, it continues to burn for a number of rounds equal to your Charisma modifier (minimum of 1). After which the flames extinguish.

Purifying Brand You can use your Channel Divinity to brand one creature you can touch for one hour. The branded creature is immune to curses, poisons, and disease, removing one when the brand is first placed. Additionally, you know relatively which direction they are from you. You may use your bonus action to have the brand glow hot and deal radiant damage equal to half your Paladin level (rounded up) if the brand is within 60ft of you. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is unaffected.

Aura of Purification

Starting at 7th level, your will is a warm embrace to your allies and a harsh heat to your foes. You and any friendly creatures within 10 feet of you gain resistance to fire and cold damage. Additionally, any hostile creatures within 10 ft of you lose resistance to fire damage.

At 18th level, the range of this aura increases to 30 feet.

Heart of a Phoenix

You only require 1 successful saving throw to stabilize.

Each time you use this feature after the first, the number of required saves increases by 1. When you finish a long rest, the number of saves required resets to 1.

Additionally, whenever you are stabilized or regain consciousness, you gain hit points equal to twice your Paladin level.

Grand Purifier

At 20th level, as an action you can assume the form of an avatar of purification. You may dictate the form you take. Burning wings, halo of flames, etc. For the next minute, you gain the following benefits:

  • Any creature in your Aura of Purification, that would lose or gain resistance to fire damage also loses or gains immunity to fire damage.
  • Allies within 30ft of your gain the use of your Heart of a Phoenix feature
  • Your attacks and spells deal an additional 2d6 fire damage.

Once you use this feature, you can't use it again until you finish a long rest. Design: u/SitkaPad Art: A Plague Tale: Innocence

 

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