Oath of Conflagration

The Oath of Conflagation is sworn by those who have peered into fire and have seen its ever-shifting beauty and terrifying majesty. They have given themselves to the flame, and seek to spread the sacred and cleansing nature of it. Many that belong to this oath praise the sun, as they see the burning mass in the sky as the ultimate personification of what they stand for. Known as Fire Knights, Sunborn or Firesworn, paladins that take this oath often emblazon motifs of fire or the sun on their armour, clothing or shields, while some even have a constantly lit candle or lantern to chase the shade at all times.

Tenents of Conflagration

The Oath of Conflagration are often taken at midday when the sun is highest, or whilst a walk utop coals. In either case, a ritualistic searing of flesh is a mandatory part of swearing the oath.

Cleanse and burn. The fires of righteousness serve to burn and to cleanse. Fire is indiscriminate, and without mercy. Reduce your enemies to ash, sprinkling their remains into nothingness.

Rebirth and renewal. But from these ashes rises the light, for good sprouts from the defeated evil. Be sure to stay your flame from the good that you seek to kindle.

The Dawn Breaks the Shade. Stand fast and persist in your faith, even in insurmountable darkness. For the sun always rises each morning, to chase away the night and to bring forth a new day.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of Conflagration spells

Paladin level Spells 3rd burning hands, searing smite 5th continual flame, darkvision 9th daylight, fireball 13th elemental bane, wall of fire 17th dawn, immolation

Thanks to:

Homebrewery for such a great resource!

u/BunnygeonMaster for the extensive review and suggestions.

The discord of many things for help and review.

Art: Charis Psallo, Holy fire: https://charispsallo.me/2014/04/08/holy-fire/amp/

Channel Divinity

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

From Ash to Fire. As an action, you use your channel divinity to uplift one ally from the ashes of defeat. Choose one creature within 30 feet of you that currently has 0 hit points. It immediately regains 1 hit point, becomes conscious, and can use its reaction to stand. As a part of the same action, you can expend points from your Lay on Hands pool to heal the creature. On its following turn, the first creature that they damage takes additional fire damage equal to 1d6 + your paladin level.

Kindleflame. As a bonus action, you use your channel divinity to fan the flames around you. For one minute, whenever a creature within 20 feet of you takes fire damage, it takes additional fire damage equal to your charisma modifier (minimum of 1). A creature can only take this additional fire damage once per turn.

Aura of inferno

At 7th level, your connection to the element of fire allows you to shape and control it's essence. You learn the control flames cantrip, and while you're not incapacitated, an aura extends 10 feet from you in every direction, but not through total cover.

You and friendly creatures within the aura gain resistance to fire damage. Also, whenever a hostile creature that is resistant or immune to fire damage is subject to fire damage within the aura, it instead takes an amount of radiant damage equal to the original fire damage.

At 18th level, the radius of this aura extends to 30 feet.

Emissary of flame

At 15th level, searing flame and radiance becomes part of your being. You gain resistance to radiant damage. Additionally, after you take radiant or fire damage, you gain a number of temporary hit points equal to the amount of damage that you took.

Zenith

At 20th level, you reappear from death as the phoenix from its ash. When you have to make a death saving throw at the start of your turn, or as an action, you can instead rise from the ashes like the great phoenix with a screech of fire and light. You regain 40 hit points , and creatures of your choice within 20 feet of you take 10 radiant and fire damage. Additionally, you gain the following benefits:

Wings of fire sprout from your back, and you gain a flight speed equal to your movement speed.

Whenever you are subjected to fire damage, you take no damage and instead gain a number of temporary hit points equal to the fire damage dealt.

Your weapon attacks inflict an extra 1d10 fire damage.

After one minute has passed, you fall unconscious if you activated this feature from a death saving throw, but you are stabalised. Once you use this feature, you cannot do so again until after a long rest.

<img src='https://charispsallo.files.wordpress.com/2014/03/holy-spirit-fire-ch.jpg ' style='position:absolute; top:745px; right:-100px; width:920px'; filter:sepia(200%);/>