The Oath of the Eternal Flame binds paladins to the ideals of neutrality, balance, power, and strength. The Oath values true neutrality, as its paladins, also called cleansers, balancers, red knights, and flamehands, strive to keep good and evil in perfect balance. They adorn their red and gold weapons and armor with flames, symbolizing rebirth and power. They believe that if balance is not maintained, the Eternal Flame will be extinguished and all life will cease to exist. In times of great danger to the balance, Paladins will arise and swear the Oath of the Eternal Flame to defeat the powerful forces (of good or evil) that threaten it.

Tenets of the Eternal Flame

The exact Tenets vary from Paladin to Paladin, but they all revolve around maintaining balance and fire.

Keep the Balance. Seek out and destroy strong forces that threaten to overthrow the sacred balance and extinguish the Eternal Flame. Keep in impartial judgement to not succumb to treachery of outside forces and hidden agendas.

Protect. Some things in this world, are worth fighting for. Protect it, as long as it doesn't disturb the balance.

Respect the Fire. Control over fire represents control over order and chaos. If unchecked, the flames can spread and destroy. When understood and tamed, it can create civilizations. Extinguish flames where they rage uncontrolled or burn too brightly. Bring fire to places of primitive cultures and teach them to harness it; light the darkness and bring warmth.

Rebirth. Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises. On encountering destruction or death, plant the seeds for regrowth (be it for good or evil). To be able to plant the seeds of life in the world it is also important to take ownership of yourself and change, arising like a phoenix from emotional or physical wounds.

Bonus Cantrip

At third level when you take this Oath, and you know a cantrip, you may exchange it for the produce flame cantrip. Charisma is your casting modifier for it.

Oath Spells

You gain Oath spells at the Paladin Levels listed:

Paladin Level Spells
3rd Sanctuary, Fire Aegis
5th Continual Flame, Flaming sphere
9th Fireball, Beacon of Hope
13th Fire Shield, Wall of Fire
17th Conjure Phoenix, Hallow

Channel Divinity

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

Fiery Weapon. As an action, you can imbue one weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d6 fire damage, emits dim light in a 20-foot radius, and is considered magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

The extra damage increases to 2d6 at 10th level.

Master of Flames. Sometimes fire roars and leads to damage beyond repair. Sometimes fire is shy and needs to be wiped into frenzy. You imbue your will over these flames by presenting your holy symbol. As long as it is present, you can control fire in a 30ft radius that you can see for up to 10 minutes in the following ways:

  • You cause flames to flicker, brighten, dim, or change color
  • You instantaneously light or snuff out a candle, a torch, or a fire that is 5 ft. in diameter (for magical fire you can only do this, if the spellslot used creating it was not higher than your proficiency modifier)
  • You may fan flames to grow in twice size and heat. This has no effect on damage dealt to creatures
  • You can create illusory objects out of fire no bigger than 1 ft. in any dimension

You can control a number of flames up to your spellcasting modifier at the same time

Aura of Ambassory

Starting at 7th level, you emanate an aura of warding against beings from other planes arround you and your companions. As long as you are not incapacitated, you are under the "protection from evil and good" spell for one of the following combinations of creature types: fiends and celestials, feys and undead, aberations and elementals. You may switch after a long rest.

All allies within 10 ft. are also under the effect of your aura.

At 18th Level, this aura increases to 30ft.

Out of the Ashes

Starting at 15th level,the radiant energy you channel allows you to overcome grievous injuries. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You roll all your remaining hitpoints (adding your Constitution modifier) and regenerate HP equal to its total value. Each creature of your choice that is within 30 feet of you takes fire damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn. After you have used this ability, reduce your age by one.

Once you use this feature, you can’t use it again until you regained all Hitdice.

Phoenix Incarnated

At 20th level,when you are reborn, you radiate the essence of purity itself. When you trigger "Out of the Ashes" you assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Until you regained at least one hit die, you gain the following features:

  • You gain a fly speed of 60 feet.
  • You are immune to fire damage
  • You emanate an aura of the Eternal Flame in a 30-foot radius. When you roll fire damage against a creature within this aura, maximize your rolls.

In addition, you and friendly creatures in the aura are under the effect of the "Red's Knight blessing" aura as if you had all creature types selected. If creatures belong to the types specified in it, they loose any protection against fire damage dealt to them.

Fire Aegies

1st-level abjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (A flask of oil)
  • Duration: 1 hour

You recite a verse of a poem of ancient times to create a warding hull around you, that takes the form of a magma bubble, that sheds dim light 10ft around you. You gain temporary hitpoints equal to your spellcasting ability modifier for the duration. As long as you have these hit points you can choose from one the following effects when you cast this spell:

• you have resistance to fire damage, but fire damage applies to your non-temporary Hitpoints directly (and does not interfere with your temp. hitpoints)

•If a creature hits you with a melee attack within 5ft. while you have these temp. hit points, the creature takes D6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, multiply the temporary hit points by the spell slot level used and the fire damage by D6 for each slot level above 1st.

Conjure Phoenix

5th-level conjuration


  • Casting Time: 1 Minute
  • Range: 60 ft
  • Components: V, S, M ( a red feather)
  • Duration: Concentration Up to 1 hour

You call forth a phoenix. Choose an unoccupied space within 15 feet of you, that is on fire, where the phoenix bursts out of the flames. up from the ground. The phoenix disappears when it drops to 0 hit points or when the spell ends.

The phoenix is friendly to you and your companions for the duration. Roll initiative for the phoenix, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the phoenix, it defends itself from hostile creatures but otherwise takes no actions.

In addition, when you a make a perception check, you may treat your perception as if the phoenix did it.

If your concentration is broken, the phoenix doesn’t disappear. Instead, you lose control of the phoenix, it becomes hostile towards any non-good character, and it might attack. An uncontrolled phoenix can’t be dismissed by you, and it disappears 1 hour after you summoned it.



Conjured Phoenix

Large Elemental, neutral good


  • Armor Class 13
  • Hit Points 77(14d8 + 14)
  • Speed 20 ft., fly 90 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 17 (+3)

  • Skills Insight +5, Perception +5, History +5, Nature +5
  • Damage Resistances bludeoning, piercing or slashing from non-magical weapons
  • Damage Immunities fire, poison
  • Damage Immunities exhaustion, petrified, poisoned, restrained, unconscious
  • Senses darkvision 120ft., passive perception 18
  • Challenge 5 (1800 XP)
  • Languages understands common and lgnan but can't speak them.

Fire Form. A creature that touches the conjured phoenix or hits it with a melee attack while with in 5 feet of it takes 11 (2d10) fire damage.

Illumination. The conjured phoenix sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Magic Resistance. The conjured phoenix has advantage on saving throws against spells and other magical effects.

Keen Sight. The conjured phoenix has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. The conjured phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The conjured phoenix makes two attacks: one with its beak and one with its talons, or one with its fire ray and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, plus 5 (1d10) fire damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, plus 5 (1d10) fire damage.

Fire Ray. Range Spell Attack: +6 to hit, range 30/90 ft., one target. Hit: 10 (3d6) fire damage.

FAQ

Q: Keep the Balance implies that we are not allowed to have any levels in the warlock class. Is that intended?

A: Well of course the final interpretation is up to the DM (and the player). But it should discourage you to multiclass, from a meta perspective.

Q: If I don't have a cantrip available at lv 3 but take a feat that gives me one at level 4, may I choose produce flames now?

A: It is a choice you may take at lv 3, so no. But your DM may allow it anyway.

Q: Fiery Weapon appears to be pretty strong, is it still in line with other channel divinities?

A: