Oath of The Eternal Flame
Paladins of this oath draw their strength from a pyre that is said to have been lit since the dawn of time. The flames provide its adherents warmth and power but only those who prove themselves to be righteous can accept its gift.
Tenets of the Eternal Flame
Spread the Light. Bear the flame and delve into the darkest corners of the world, lighting other pyres along the way. Do not stop until the world is filled with light.
Use the Flame. The flame is a gift to you. Use it to bolster your strength and protect those you hold dear.
Protect the Flame. The flame is always in danger of dying out. Do not let this happen.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Sanctuary, Searing Smite |
| 5th | Branding Smite, Prayer of Healing |
| 9th | Beacon of Hope, Daylight |
| 13th | Fire Shield, Guardian of Faith |
| 17th | Dispel Evil and Good, Flame Strike |
Bonus Cantrip
At 3rd level, when you undertake this oath, you learn the produce flame cantrip. It counts as a paladin spell for you, and Charisma is your spellcasting ability for it.
Channel Divinity: Ignite Weapon
You can use your Channel Divinity to wreath your weapon in fire. As a bonus action, you touch a nonmagical weapon on your person. For the next minute, it becomes a +1 magical weapon and it sheds bright light in a 15-foot radius and dim light for an additional 15 feet. It additionally deals another 1d6 fire damage once per turn when you hit a creature with it.
Channel Divinity: Rite of Kindling
You can use your Channel Divinity to improve a nearby flame and fortify your defenses. As an action, you raise your holy symbol and choose a flame no larger than 10 by 10 feet within 30 feet of you. For the next hour, the flame cannot be extinguished by any means and each creature within 15 feet of it gains an additional 1d8 hit points whenever it regains hit points.
Divine Ward
At 7th level, you gain a new way to use the hit points from your pool of healing. Whenever a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a number of hit points from the pool up to your paladin level and reduce the damage it takes by that amount.
Additionally, whenever you finish a short rest, you can spend 1 minute in prayer and regain up to half the hit points from your healing pool. Once you use this feature, you can't use it again until you finish a long rest.
Blessing of the Flame
At 15th level, your connection to the Eternal Flame has given you the power to light a new pyre. You can choose one sacred location, such as a temple dedicated to your deity, a graveyard, or a sacred grove as the site for the new pyre. The flame cannot be extinguished, and you decide whether it is a forge or a hearth, and you gain different benefits depending on your choice.
- Forge. The heat of this flame is sufficient for making metal pliable, making it ideal location for a blacksmith. The time and cost required to forge weapons and armor made of metal is reduced by an amount equal to 1/3 of the original (see page 128 in Xanathar's Guide to Everything for more details regarding item creation). Whenever a creature finishes a long rest here, any one pieace of nonmagical armor or weapon it has becomes magical and receives a +2 bonus until it finishes another long rest.
- Hearth. This flame provides warmth and nourishment to all who rest nearby it. Creatures who consume food and drink made here receive temporary hit points equal to your half your paladin level + your Charisma modifier and their hit point maximum increases by an equivalent amount. After 8 hours, a creature's hit point maximum is reset to normal and it loses any remaining temporary hit points. Additionally, creatures who rest within 30 feet of the flame gain resistance to cold damage during their rest and for 1 hour following it.
Regardless of your choice, you also gain the ability to quickly return to your chosen location. As an action, you can expend one spell slot of 4th level or higher and teleport you and up to 9 other willing creatures back to the site of your pyre, so long as you are on the same plane of existence as it. Each creature appears in an unoccupied space within 15 feet of you.
If you choose to move your pyre to a new location, you can conduct a 1 hour ritual to return the area to normal and choose a new location and effect for your pyre.
Flame Soul
At 20th level, you have the ability to embody the might of the Eternal Flame, setting both yourself and your weapon ablaze. As an action, you undergo this transformation, and gain the following benefits for 1 minute:
- You shed bright light in a 30-foot radius, and dim light for 30 feet beyond that radius. Whenever you heal a creature in the light or deal damage to it, you gain a bonus to the roll equal to your Charisma modifier (minimum of 1).
- Your weapon attacks ignore resistance to fire damage and treat immunity as resistance instead.
- You can use your action to touch a creature and end one effect causing it to be charmed, paralyzed, or poisoned.
- Whenever you would take fire damage, you instead regain hit points equal to half the damage dealt.
Once you use this feature, you can't use it again until you finish a long rest.