The Oath of the Unyielding Flame calls paladins to sacrifice everything to keep the flame of life burning against darkness. Flame knights fiercely oppose those who disrupt the natural balance. They make up for their small numbers with fiery resolve and zeal. Tenets require illuminating darkness, kindling hope, and embracing rebirth from death. Channel Divinity allows weapons to deal fire damage or emanate fiery light. Later abilities grant fire resistance, punish attackers, and allow transforming into a fiery phoenix at high levels.
The Oath of the Unyielding Flame calls paladins to sacrifice everything to keep the flame of life burning against darkness. Flame knights fiercely oppose those who disrupt the natural balance. They make up for their small numbers with fiery resolve and zeal. Tenets require illuminating darkness, kindling hope, and embracing rebirth from death. Channel Divinity allows weapons to deal fire damage or emanate fiery light. Later abilities grant fire resistance, punish attackers, and allow transforming into a fiery phoenix at high levels.
The Oath of the Unyielding Flame calls paladins to sacrifice everything to keep the flame of life burning against darkness. Flame knights fiercely oppose those who disrupt the natural balance. They make up for their small numbers with fiery resolve and zeal. Tenets require illuminating darkness, kindling hope, and embracing rebirth from death. Channel Divinity allows weapons to deal fire damage or emanate fiery light. Later abilities grant fire resistance, punish attackers, and allow transforming into a fiery phoenix at high levels.
The Oath of the Unyielding Flame calls paladins to sacrifice everything to keep the flame of life burning against darkness. Flame knights fiercely oppose those who disrupt the natural balance. They make up for their small numbers with fiery resolve and zeal. Tenets require illuminating darkness, kindling hope, and embracing rebirth from death. Channel Divinity allows weapons to deal fire damage or emanate fiery light. Later abilities grant fire resistance, punish attackers, and allow transforming into a fiery phoenix at high levels.
The Oath of the Unyielding Flame calls to those willing to
sacrifice everything, including themselves, to keep the flame alight and burning. Often called flame knights or red knights, these stalwart warriors fiercely oppose the dark and those looking to upset the natural balance of the cycle of life. They make up for their small numbers with fiery resolve and incredible zeal, delivering burning retribution to those trying to snuff the flame of life. Tenets of the Flame Few and far between, those that follow this oath encompass both the destructive and comforting aspects of the fire burning within them. Sworn to defend the light of the world, they are steadfast guardians against the terrors of the dark. Illuminate the Darkness. Be a bastion of light for all who live in despair. Stand against the wickedness of the monstrosities lurking in the shadows. Cradle the Flame. Kindle the flame of hope in the world, and preserve it at all costs. Never allow the flame to die in your own heart. Embrace rebirth. From death, something new and greater may arise. Do not weep when the end comes, but rejoice at the potential of a new beginning. Oath of the Unyielding Flame Features Paladin Level Features 3rd Oath Spells, Channel Divinity 7th Ardent Soul (10 ft.) 15th Searing Rebuff 18th Ardent Soul (30 ft.) 20th Vestige of the Phoenix Channel Divinity When you take this oath at 3rd level, you gain the following Oath Spells two Channel Divinity options. See the Sacred Oath class You gain oath spells at the paladin levels listed in the Oath of feature for how Channel Divinity works. the Unyielding Flame Spells table. See the Sacred Oath class Blazing Weapon. As an action, you can use your Channel feature for how oath spells work. Divinity to weave fire into one weapon that you are holding. For 1 minute, you can add fire damage to equal to half your Oath of the Unyielding Flame Spells paladin level to damage rolls made with that weapon. If the Paladin Level Spell weapon is not already magical, it becomes magical for the duration. 3rd burning hands, faerie fire You can end this effect on your turn as part of any other 5th continual flame, scorching ray action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. 9th fireball, daylight Light of the Flame. As an action, you can use your 13th fire shield, wall of fire Channel Divinity and call forth the power of the fire dwelling inside of you. For 1 minute, fiery light emanates from you, 17th dawn, flame strike shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The first time a creature moves within 30 When you deal damage with your Divine Smite and feet of you, you can deal fire damage to it equal to your Improved Divine Smite class features, you can replace the Charisma modifier (with a minimum bonus of +1). radiant damage with fire damage. Ardent Soul Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to fire damage and ignore resistance to fire damage while you are conscious. At 18th level, the range of this aura increases to 30 feet. Searing Rebuff Starting at 15th level, your mastery over the fire allows you to punish those striking you or your allies. When you or a creature you can see within 30 feet of you takes damage from an attack, you can use your reaction to deal 2d8 + your Charisma modifier fire damage to the attacker. Vestige of the Phoenix At 20th level, you can channel the power of a phoenix, the true avatar of fire. As a bonus action, you gain the following benefits for 1 hour: Wings made of fire appear on your back and grant you a flying speed of 60 feet. You gain immunity to fire damage. Your attacks ignore immunity to fire damage. If you drop to 0 hit points or are outright killed, you explode in a magnificent burst of flames. You regain hit points equal to half your hit point maximum, and each creature of your choice within 30 feet of you takes fire damage equal to 4d8 + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.
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