Oath of Purification
The Oath of Purification calls for the pursuit of pure truth and justice, striking directly at evil wherever it is to be found. Those who take this oath pursue ever greater trials, and by struggle and ordeal seek to expunge weakness within themselves. When a purifier completes their training, they burst upon the wider world as an unremitting light to those who languish under wickedness, and a terrifying blaze to befoulers who sow weakness, profanity and corruption.
Tenets of Purification
Paladins that take the Oath of Purification have their tenets branded upon their body or faces. All paladins that have taken this oath are called upon to purge the world of vileness and corruption.
Be the Raging Flame. I hide not my righteous indignation. Let the venal and vicious perish by fire.
Cinders to Ashes. It is not nearly enough to bring evil low. It must be rooted out and incinerated to its core.
Light in the Darkness. I stand steadfast as a light against endless dark, and as a flame against the relentless cold.
Flame Eternal. Be it as a kindling spark or a conflagration, I will be warmth and radiance for the good to hold to in this world.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Purification Spells
| Paladin Level | Spells |
|---|---|
| 3rd | burning hands, hellish rebuke |
| 5th | flaming sphere, lesser restoration |
| 9th | fireball, minute meteors |
| 13th | wall of fire, fire shield |
| 17th | immolation, greater restoration |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Purifying Flame. As an action, you raise your holy symbol, unleashing a blast of unbearable heat around you. Every creature of your choice within 30 feet of you must make a Constitution saving throw. A creature takes fire damage equal to 1d10 + two times the creature's challenge rating or level on a failed saving throw, and half as much damage on a successful one. Friendly creatures in the area can choose to take any amount of this damage, and can use up to 3 points each in order to cure a poison, disease or bleeding condition they suffer. A creature can cure multiple conditions this way, as long as the total damage is sufficient to cover each condition cured.
Scouring Fire. You channel otherworldly flames, causing it to spill forth from within your foes when you burn them. When a creature fails a saving throw to avoid fire damage you deal, you can burn away their defenses. Choose one resistance or immunity each creature possesses. That resistance is nullified, or immunity lowered to a resistance, until the beginning of your next turn.
Blazing Aura
Starting at 7th level, you emanate an aura that is comforting to your friends and scorching to your enemies. A hostile creature that moves within 10 feet of you on a turn or starts its turn there takes fire damage equal to 1 + your Charisma modifier (minimum of 1). You and friendly creatures in this area have piercing, slashing, cold, necrotic and poison damage dealt to them reduced by the same amount.
At 18th level, the range of this aura increases to 30 feet.
Fires Within
Beginning at 15th level, your inner fire overflows from within. Once per turn when you deal damage, you can expend a number of hit points from your pool of Lay on Hands healing equal to your paladin level, to deal an equal amount of fire damage to one creature.
In addition, when you use your Divine Smite feature, you can choose to make its divine energy explode. Its extra damage is halved and deals fire damage, but damages all creatures of your choice within 15 feet of your target, and ignites all flammable objects in the area not being worn or carried.
Flame Dance
At 20th level, you gain the ability to turn yourself into an avatar of flame. Using your action, you undergo a transformation. For one minute, you gain the following benefits:
- When you deal fire damage to a creature, you can force it to move up to 10 feet in a direction of your choice, as long as this movement does not directly harm the creature.
- Your movement type becomes teleport.
- You can cast the fire storm spell once without any spell components.
Once you use this feature, you can't use it again until you finish a long rest.
