**Paladin Sacred Oath Subclass (D&D 5e)**
_"Blessed is the one who walks unashamed in fire, for their shadow touches none and their heart burns without hate."_
— High Canticle of [[Perserphina]], Flame Psalm IV
The **Oath of the Flame** is one of the most ancient and sacred pacts a paladin can swear in the world of **Solare**, a vow rooted not in conquest but in **purification**—in **divine fire as both judgment and renewal**. Those who take this oath are known as **Flamebearers**, or sometimes **Ashbound**, depending on the region or theological leaning. They are more than holy warriors; they are **walking lighthouses in a world plagued by corruption, tyranny, and the slow rot of spiritual decay.**
### Origin Among the Daughters of the Flame
The first paladins of this oath trace their lineage back to the **[[Daughters of Serenity]]**, a sect of [[Perserphina]]’s most sacred warriors. During the **First Purge of Askaria**, it is said that five daughters entered the burning prisons of the tyrant-emperor Athez and emerged with **ash-stained feet, cloaked in flame, and unscathed**. From their liberation, [[Perserphina]] forged the first tenets of the Oath, blessing it with her divine breath, which ignites the soul rather than the battlefield.
Over time, this sacred compact became a structured oath available to all who wished to channel **righteous fury without losing themselves to vengeance**, to **burn away chains without becoming a tyrant**, and to wield flame as a symbol of **truth, clarity, and hope**.
### Philosophical Pillars of the Oath
The Oath of the Flame does not serve power, kings, or even the gods directly—it serves **the purpose of fire**:
- To **illuminate** truth where deception festers,
- To **cleanse** lands and souls afflicted by evil,
- To **inspire** warmth in those who have grown cold with despair,
- To **devour** systems, institutions, and sorceries built upon cruelty.
Its followers often walk difficult roads, for the oath demands clarity of **conscience**, not just obedience. Paladins of the Flame are expected to choose the harder right over the easier wrong, even when it means sacrificing glory, reputation, or safety.
### Relationship with Other Orders
In Solare, the Oath of the Flame stands at the crossroads between the martial clergy of Polaria and the spiritual sisterhoods of the south. The **[[Bronze Warriors]]** regard them as dangerous idealists, while the **Order of the Tower** sometimes allies with them in rooting out abyssal corruption. However, even among allies, Flamebearers are seen as **incorruptible and unpredictable**, much like fire itself.
Those who stray from the oath too far often find their powers dim, their flame flickering. These rare, tragic figures are called **Hollow Embers**, still marked by the divine but no longer ablaze with clarity.
### Rituals and Rites
**Anointment by Fire** is the final ritual of a Flamebound paladin. In this sacred rite, the supplicant stands bare beneath the open sky while a bonfire of sacred wood, incense, and celestial herbs is lit beside them. As the fire burns, they recite the **Four Tenets of the Flame** while holding their symbol of faith in the heat until it brands their palm with a mark of devotion.
Other rites include:
- **Ashbinding**: A funeral ritual where a paladin’s body is burned and their ashes scattered over lands they swore to protect.
- **The Ember Trial**: A month of fasting, solitude, and meditation in a volcanic or sun-scorched region to gain new visions from [[Perserphina]].
- **The Flamebrand Vigil**: A nightlong ritual where the paladin’s weapon is wrapped in cloth and soaked in oil and prayer before being ignited at sunrise to take on its divine flame.
### Divine Connection
Paladins who take this oath are believed to host a **shard of [[Perserphina]]’s eternal flame** within them—a metaphysical ember that guides their conscience and lights their way. During intense prayer, meditation, or acts of righteous fury, this ember manifests as literal fire: wreathing their body, igniting their weapon, or bursting forth in defense.
The more a Flamebearer leans into selfless justice, the brighter their flame. The more they slip into cruelty or vengeance, the more their light dims—sometimes extinguishing entirely.
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## Design Note
This subclass draws from the sacred mythology of Solare and the divine embodiment of fire as both cleansing and healing. The _Oath of the Flame_ expands the paladin archetype by offering not just damage options, but a dynamic battlefield role steeped in symbolism, contested divine judgments, and spiritual resolve. It is especially suited for campaigns with themes of liberation, spiritual warfare, and divine legacies.
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**Tenets of the Flame**
The tenets of the Oath of the Flame emphasize redemption, light, and the purging of evil through divine fire:
- **Kindle Hope.** Let your presence be the flame in the dark. Inspire others with courage and warmth.
- **Burn the Chains.** Free the oppressed and destroy those who enslave or subjugate others.
- **Temper the Flame.** Do not let vengeance consume you. Fire must be guided to do good.
- **Shine Without Shame.** Walk openly in your purpose. Be proud of your strength and your mercy.
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**Oath of the Flame Features**
|Paladin Level|Feature|
|---|---|
|3rd|Channel Divinity: Flamebrand, Oath Spells|
|7th|Aura of Burning Light|
|15th|Cleansing Pyre|
|20th|Incarnation of Flame|
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**Oath Spells**
You gain oath spells at the paladin levels listed.
|Paladin Level|Spells|
|---|---|
|3rd|_burning hands_, _shield of faith_|
|5th|_flame blade_, _lesser restoration_|
|9th|_fireball_, _daylight_|
|13th|_wall of fire_, _freedom of movement_|
|17th|_flame strike_, _greater restoration_|
You always have these spells prepared, and they don’t count against the number of spells you can prepare each day.
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**Channel Divinity (3rd level)**
You gain the following Channel Divinity options:
**Contested Roll:** Whenever a feature calls for a contested roll, you roll a single d20 and add the appropriate skill modifier. For example, "Charisma (Intimidation)" means you roll 1d20 and add your Charisma modifier plus proficiency if you're proficient in Intimidation. The opponent does the same using the ability or skill specified.
- **Flamebrand.** As a bonus action, you can imbue your weapon with sacred fire. For 1 minute, your weapon emits bright light in a 20-foot radius and dim light for another 20 feet. While it glows, it deals an extra 1d8 fire or radiant damage (your choice) on a hit. If the target is a fiend, undead, or slaver (as designated by the DM), it takes an additional 1d8 radiant damage.
- **Blazing Rebuke (Contested Defense).** When a creature within 10 feet of you hits you with a melee attack, you can use your reaction to contest the blow with divine flame:
- You roll 1d20 + Charisma (Intimidation)
- Attacker rolls 1d20 + Strength (Athletics) or Dexterity (Acrobatics), their choice
**If you win:**
- The attack **deals no damage** as your divine flame deflects or absorbs the blow.
- The attacker takes **fire damage equal to your Charisma modifier + your paladin level**.
- Their next attack roll before the end of their next turn has **disadvantage**.
**If you lose:**
- You take the attack’s normal damage.
- The attacker takes **half fire damage** (rounded down).
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**Aura of Burning Light (7th level)**
You and friendly creatures within 10 feet of you gain resistance to fire and radiant damage. Additionally, enemies that start their turn within your aura have disadvantage on stealth checks due to the searing light.
At 18th level, the radius increases to 30 feet.
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**Cleansing Pyre (15th level)**
Once per long rest, you can unleash a divine flame to purge corruption. As an action, choose up to 5 creatures within 30 feet. Each must make a Constitution saving throw (DC = 8 + Prof + Cha).
- On a failed save, they take 4d10 radiant damage and are blinded until the end of their next turn.
- On a success, they take half damage and suffer no blindness.
- Allies affected by this ability instead regain 4d10 hit points and are cured of one disease, condition, or curse affecting them (DM's discretion).
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**Incarnation of Flame (20th level)**
As an action, you become a living avatar of divine fire for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest. You gain the following benefits:
- You emit bright light in a 40-foot radius and dim light for another 40.
- Once per turn when you hit with a melee weapon attack, you deal an additional 2d10 radiant fire damage.
- You are immune to fire damage, and resistant to bludgeoning, piercing, and slashing from nonmagical weapons.
- Enemies within 10 feet of you at the start of their turn take fire damage equal to your Charisma modifier.
**Flameguard Contest (while in this form):**
While this form is active, once per turn when a creature within 10 feet targets you with a melee attack, you may contest the strike as a free action:
- You roll 1d20 + Charisma (Intimidation)
- They roll 1d20 + Strength (Athletics) or Dexterity (Acrobatics), their choice
**If you win:**
- The attack **misses** entirely.
- The attacker takes **2d10 radiant fire damage**.
**If you lose:**
- The attack proceeds as normal, but the attacker still takes **fire damage equal to your Charisma modifier**.
You can use this contest once per turn for the duration of Incarnation of Flame.