Sacred Oaths

Becoming a paladin involves taking vows that commit the paladin to a cause. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and sworn this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.

Oath of the Sacred Flame

Adherents of the Oath of the Sacred Flame are varied. Many follow a divine mandate to destroy the creatures of darkness and undeath. These paladins often worship gods of the sun such as Pelor and Lathander. Other paladins of the Sacred Flame interpret their oath as a devotion to warmth, safety, and civilization. These paladins often journey to remote wilderness villages, defending them from white dragons, frost giants, and other arctic terrors. Still other paladins of the Sacred Flame are near-fanatics, and view fire as the ultimate purifying force - with which they will cleanse the world of their enemies.

Tenets of the Sacred Flame

Tenets of the Sacred Flame vary from paladin to paladin, but all revere fire in some way.

Boldness. Just as flame repels darkness, so too must you announce your presence and beat back your enemies. Stand not in the shadows, but reveal yourself and make your enemies know fear.

Passion. The flame does not constrain itself, and neither should you. Live life to the fullest and embrace your passions.

Hope. As long as a single ember still burns, a fire can be rekindled. Remember this well. So long as you still stand, hope remains.

Safety. A crackling fire in a hearth, a campfire in a dark forest, a burning beacon in a guard tower. All represent safety, and through your deeds those around you shall feel the same safety from the darkness.

Wrath. All know of the flame's capacity to destroy. When the need arises, never hesitate to purge your enemies with fire.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sacred Flame Spells

Paladin Level Spells 3rd burning hands, searing smite 5th continual flame, heat metal 9th beacon of hope, daylight 13th fire shield, wall of fire 17th flame strike, scrying

Channel Divinity

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

Flaming Weapon. As an action, you can imbue one weapon that you are holding with the essence of flame, using your Channel Divinity. The weapon bursts into flame; these flames are magical and do not damage the weapon.

For a number of rounds equal to your Charisma modifier (minimum 1), you add your Charisma modifier to damage rolls made with that weapon (minimum bonus of 1). This damage is fire damage. The weapon also emits bright light in a 15-foot radius and dim light 15 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, the effect ends.

By Fire be Purged. As an action, you present your holy symbol and speak a prayer. All hostile creatures within 30 feet of you must make a Constitution saving throw. On a failure, until the end of your next turn each affected creature takes your Charisma modifier (minimum bonus of 1) in extra fire damage each time fire damage is dealt to them.

Rather than taking extra damage, creatures with fire resistance that fail this saving throw lose their resistance until the end of your next turn, and creatures immune to fire damage that fail this saving throw become only resistant to fire damage until the end of your next turn.

Aura of Warmth

Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to fire and cold damage.

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

Freedom of the Flame

Starting at 15th level, you have advantage on saving throws versus any effect that would affect your emotions, slow you, restrain you, or paralyze you.

Flaming Avenger

At 20th level, using your action, you can assume the form of a blazing angel of fire. Your hair erupts in flame, your eyes become golden orbs, and your skin radiates heat.

For one minute, you gain the following benefits:

Any creature that strikes or touches you takes 5 fire damage.

At your discretion, at the start of each of your turns any flammable objects within 10 feet of you not being held or worn by a creature burst into flame.

You use the maximum possible value instead of rolling for any fire damage you deal.

You are immune to fire and cold damage.

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