Oath of the Purge (5e Subclass)
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Oath of the Purge
Sacred oath
The Oath of the Purge dictates that impurity be cleansed by fire. This impurity may take many forms, such as a cult to an Evil god, a plague of undeath, the invasion of a monstrous war band, or perhaps less overt threats, like a duke who refuses to bow to your glorious cause. Paladins of the Purge adorn their clothes and armor with imagery of dragons and flames, to serve as both warning and promise. Their reputations as purgers, red knights, and flame-lords proceed them wherever they travel.
- Tenets of the Purge
Though the nature of any particular Purge varies by incident, the tenets serve as self-perpetuating, self-enforcing guidelines to annihilate the foe. Paladins who uphold these tenets are often paranoid and reactionary.
Scorch the Earth. If I see any opportunity to remove evil, it is my duty to do so. I never allow a vanquished enemy to threaten me again.
Seek Out Contamination. To protect the pure, all possible agents of impurity must be annihilated. I know that not all threats are apparent, and that nobody should fear me unless they too are a threat.
Foster Purity. I am as the doctor who cauterizes the wound. When I am not on the front lines, it is my duty to serve the pure, the brave, and the healing.
- Oath Spells
You gain oath spells at the paladin levels listed:
- 3 burning hands, sanctuary
- 5 scorching ray, zone of truth
- 9 fireball, protection from energy
- 13 aura of purity, wall of fire
- 17 flame strike, disintegrating smite
- Channel Divinity
You gain two Channel Divinity options:
Searing Weapon. As an action, you can imbue one weapon that you are holding with elemental fire, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (a minimum bonus of +1), and change the weapon’s damage type to fire. The weapon emits bright light in a 20-foot radius and dim light 20 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. The effect ends early if you are no longer holding or carrying this weapon, or if you fall unconscious.
Wild Fire. As an action, you let out a mighty roar which causes fires to jump and spread wildly, using your Channel Divinity. Each burning object within 25 feet of you flares with increased energy. Creatures adjacent to or sharing a space with an affected burning object must make a Dexterity saving throw. If a creature fails its saving throw, it takes fire damage equal to 1d6 + your paladin level and catches on fire, taking 1d6 fire damage at the start of each of its turns. If the target or an adjacent creatures uses an action to put out the flames, or the fire is otherwise doused, the ongoing damage ends. On a successful save, the creature takes half damage and doesn’t catch fire.
- Razing Flames
Starting at 7th level, your spells and features that deal fire damage over an area of effect also burn objects caught in the conflagration. You ignite and destroy any unattended, non-magical objects caught in such areas of effect if the object’s break DC is less than your spell save DC.
- Piercing Flames
Beginning at 15th level, when you use your Divine Smite, the target must succeed on a Constitution saving throw. On a failure, the target becomes vulnerable to fire for one minute. If the target is resistant to fire, it instead loses that resistance. If the target is immune to fire, it instead becomes resistant.
- Burning Path
At 20th level, as an action, you can wreath yourself in flames. This wreath of flames lasts for 1 minute. It extends in a 10-foot radius, emanates bright light in a 25-foot radius, and dim light 25 feet beyond that. Whenever a hostile creature enters the wreath of flame for the first time on its turn or starts its turn there, the creature takes 40 fire damage.
In addition, for the duration, you have immunity to fire damage and resistance to cold damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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