GanonBoar
2016-04-11, 05:37 AM
Oath of Flames
(fluff coming)
Tenets of the Flames
Courage: The flame never backs down. Keep burning until you are doused.
Consume: Those who would harm this world should be punished. Consume them so the flames can grow stronger.
Warmth: Flames warm as well as burn. Show this warmth when protecting the innocent.
Light: The shadows cast on this world must be purged, so the flames can illuminate it.
Oath Spells
3rd: Burning Hands, Searing Smite
5th: Scorching Ray, Pyrotechnics
9th: Fireball, Daylight
13th: Fire Shield, Wall of Fire
17th: Flame Strike, Immolation
Channel Divinity
When you take this oath at 3rd Level, you gain the following two Channel Divinity options.
Consume: As an action, you present your holy symbol and speak a prayer of rage, using your Channel Divinity. One creature of your choice within 30 feet must make a Dexterity saving throw or be consumed by flames. For one minute, the target takes 1d6 fire damage at the start of each of its turns, and you regain hit points equal to the damage dealt this way. At the end of each of its turns, the target makes a Dexterity saving throw to shrug off the flames. On a successful save, this effect ends.
Illuminate: As an action, you present your holy symbol and speak a prayer of hope and warmth, using your Channel Divinity. You become surrounded by an aura of bright light for 10 minutes, with a diameter of 10 feet. This aura sheds dim light for a further 10 feet. While this aura surrounds you, you have resistance to radiant and necrotic damage, and any fiends or undead that start their turn within the aura take 1d4 radiant or fire damage (your choice). You also gain the benefits described in the Protection from Evil and Good spell.
Aura of Heat
Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to fire and cold damage.
At 18th level, the range of this aura increases to 30 feet.
Overpowering Flames
Beginning at 15th level, you ignore resistance to fire damage, and treat immunity as resistance.
Furthermore, you are always under the effects of the Absorb Elements spell, but only when the triggering attack deals fire damage. You do not need to use your reaction to gain this benefit.
Avatar of Flames
At 20th level, you can assume the form of a holy flaming warrior. Your body appears to be made entirely of flame (you can choose the colour) for the duration. Using your action, you undergo this transformation. For 1 minute, you gain the following benefits:
•Any creature that starts it turn within 5 feet of you takes 10 fire damage.
•You gain immunity to fire and cold damage.
•You add your Charisma modifier to any fire damage you deal with your spells.
•You can use your action to project a stream of flame from your hands. Each creature in a 30 foot by 5 foot line must make a Dexterity saving throw or take 5d10 fire damage (half on a successful save)
Once you use this feature, you can't use it again until you finish a long rest.
Any input on balance and suggestions are greatly appreciated.
(fluff coming)
Tenets of the Flames
Courage: The flame never backs down. Keep burning until you are doused.
Consume: Those who would harm this world should be punished. Consume them so the flames can grow stronger.
Warmth: Flames warm as well as burn. Show this warmth when protecting the innocent.
Light: The shadows cast on this world must be purged, so the flames can illuminate it.
Oath Spells
3rd: Burning Hands, Searing Smite
5th: Scorching Ray, Pyrotechnics
9th: Fireball, Daylight
13th: Fire Shield, Wall of Fire
17th: Flame Strike, Immolation
Channel Divinity
When you take this oath at 3rd Level, you gain the following two Channel Divinity options.
Consume: As an action, you present your holy symbol and speak a prayer of rage, using your Channel Divinity. One creature of your choice within 30 feet must make a Dexterity saving throw or be consumed by flames. For one minute, the target takes 1d6 fire damage at the start of each of its turns, and you regain hit points equal to the damage dealt this way. At the end of each of its turns, the target makes a Dexterity saving throw to shrug off the flames. On a successful save, this effect ends.
Illuminate: As an action, you present your holy symbol and speak a prayer of hope and warmth, using your Channel Divinity. You become surrounded by an aura of bright light for 10 minutes, with a diameter of 10 feet. This aura sheds dim light for a further 10 feet. While this aura surrounds you, you have resistance to radiant and necrotic damage, and any fiends or undead that start their turn within the aura take 1d4 radiant or fire damage (your choice). You also gain the benefits described in the Protection from Evil and Good spell.
Aura of Heat
Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to fire and cold damage.
At 18th level, the range of this aura increases to 30 feet.
Overpowering Flames
Beginning at 15th level, you ignore resistance to fire damage, and treat immunity as resistance.
Furthermore, you are always under the effects of the Absorb Elements spell, but only when the triggering attack deals fire damage. You do not need to use your reaction to gain this benefit.
Avatar of Flames
At 20th level, you can assume the form of a holy flaming warrior. Your body appears to be made entirely of flame (you can choose the colour) for the duration. Using your action, you undergo this transformation. For 1 minute, you gain the following benefits:
•Any creature that starts it turn within 5 feet of you takes 10 fire damage.
•You gain immunity to fire and cold damage.
•You add your Charisma modifier to any fire damage you deal with your spells.
•You can use your action to project a stream of flame from your hands. Each creature in a 30 foot by 5 foot line must make a Dexterity saving throw or take 5d10 fire damage (half on a successful save)
Once you use this feature, you can't use it again until you finish a long rest.
Any input on balance and suggestions are greatly appreciated.