Oath of Ember

The Oath of Ember has existed since the mortal races first discovered the Everflame and vowed to uncover the mysteries of the strange fire. Paladins who swear this oath - sometimes called dragon knights or kindled knights - are warriors who have found deep meaning in fire and flame, viewing it as both a source of aid and a source of destruction. These warriors fight with burning passion and dedication, using both aspects of the fire they wish to embody. It is common to see them in blackened armour and singed clothes, as if burned by fire. Flame motifs are common adornments on many of their most treasured items.

Tenents of Ember

The tenents of the Oath of Ember are preserved in writing on the walls where the Everflame is kept and have remained unchanged since first carved.

Burn Hot and Quick. It is better to do one great thing and die shortly after doing it than to live a long life filled with meaningless acts.

Kindle the Embers. If there is a great task that is burning out, commit yourself to kindling the embers. Give what you can and do what you must until that fire has been kindled or died, even if it means using yourself as the kindling.

Spread the Flame. Wherever you go, spread your burning passion and dedication to those you meet. Show them what you can accomplish when your willpower burns like fire.

Control the Flame. There are times when the best solution to a problem is to let your power burn freely and there are times when the best solution is to stay cool. Know when to control the flame and let it burn freely.

Oath Spells

Oath of Ember Spells

Paladin Level Spells 3rd Searing Smite, Divine Favor 5th Branding Smite, Locate Object 9th Elemental Weapon, Blinding Smite 13th Aura of Purity, Locate Creature 17th Destructive Wave, Banishing Smite

Channel Divinity

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

Radiant Flame. You can use your Channel Divinity to change the damage type of your Divine Smite to fire instead of radiant. In addition, your Lay on Hands ability becomes a touch attack which deals fire damage equal to the amount of points spent from your Lay on Hands pool. You must declare the amount of points you wish to spend before you make the touch attack. Both of these effects last for 1 minute.

Carry the Torch. You can use your Channel Divinity to call upon the power of the Everflame to guide your way, even in the darkest of times. As an action, you present your holy symbol and summon a small avatar of the Everflame at a location of your choosing and can move it up to 30 feet as a bonus action. The avatar emits light that cuts through even magical darkness 30 feet around it for an hour. You can alternatively choose to summon it for a maximum of 30 minutes and increase the range of the avatar's light to 60 feet.

Aura of Kindling

Beginning at 7th level, the Everflame kindles you with protective flames. You and friendly creatures within 10 feet of you have resistance to all types of fire damage.

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

Rise of the Phoenix

Starting at 15th level, when you are reduced to 0 hit points and forced to make a death saving throw, you can choose to automatically fail it. On your next turn you gain half of your maximum hit points and rise again, like a phoenix from its ashes. The death saving throw that you failed, however, is kept as a fail until you finish a long rest.

At 20th level, you can choose to instead automatically fail two death saving throws without dying - you will die the next time you are reduced to 0 hit points - to rise as your Lord of Cinder form on your next turn. If you do this your death saving throws are reset at a rate of 1 per long rest.

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

Lord of Cinder

At 20th level, you can assume the form of an avatar of cinder. Flames singe the cloth on your clothes and dance lightly on your metal armour. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

You gain immunity to all types of fire damage.

Whenever you cast a paladin spell you may change its damage type to fire and add an additional 2d8 damage to the spell.

If an enemy makes a melee attack against you and succeeds on the attack they take 4d8 fire damage.

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