Paladin: Oath of the Hearth
Original Source: ROYal Brews
Those bound to the Oath of the Hearth are sworn to be caregivers of those in need. When others may fall into the paths of despair and loss, it is up to a Paladin of the Hearth to aid them in their time of need. They spread with them the rules of hospitality and wield a heavy hand towards those who may break them.
Tenets of the Hearth
The tenants of the Oath of Hearth has its paladins promote warmth, support, and respite to itself and those in need.
- Aid to the Abandoned. Treat every stranger as a guest within your home and help those who have no place to call home.
- Fan to the Flames. No flames can exist without the aid of the wind. Fan new hope and passion alight when all that remains are their embers.
- Inferno Within the Inn. Maintain order and respect in the residences and alehouses you enter, and bring searing justice to those who dare break the household rules.
- Warmth Within the War. Ensure that you are someone anyone can come to for care, guidance, and support in their time of need.
Oath Spells
3rd-level Oath of the Hearth feature
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | alarm, sanctuary |
5th | continual flame, flaming sphere |
9th | beacon of hope, tiny hut |
13th | fire shield, private sanctum |
17th | flame strike, hallow |
Channel Divinity
3rd-level Oath of the Hearth feature
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Light the Beacon
You can use your Channel Divinity to turn a source of light overwhelming to those around it. As an Action, choose an active light source within 30 feet of you. For the next minute, its range of bright and dim light doubles. This light also becomes sunlight if it wasn't already. Any hostile creature that starts its turn within 30 feet of this source of light or enters this range for the first time must succeed a Constitution saving throw or be Blinded until the start of their next turn.
Channel Divinity: Hearthfire Resilience
You can use your Channel Divinity to aid your allies against the elements. As an Action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures gain resistance to fire and cold damage.
Aura of Respite
7th-level Oath of the Hearth feature
You emanate an aura of rest. Whenever you start a short or long rest, you and everything within your aura is considered lightly-obscured to anything outside the sphere.
Whenever a creature within the sphere spends hit die to recover hit points, it gains additional hit points equal to your Charisma modifier, and whenever it finishes a long rest, it recovers all of its hit dice, instead of half.
Purified Flames
15th-level Oath of the Hearth feature
Your warmth sears the souls of your enemies. Whenever you or a friendly creature within your aura would deal fire damage, you can have it deal radiant damage instead. Alternatively, whenever you or a friendly creature within 30 feet of you would deal radiant damage, you can have it deal fire damage instead.
Symbol of Warmth
20th-level Oath of the Hearth feature
You manifest into an avatar of all warmth within the mortal realms. As a Bonus Action, you gain the following benefits for 1 minute:
- You and any friendly creatures within your aura gains resistance to fire and cold damage.
- Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. As a part of the same Bonus Action, you may use your Light the Beacons Channel Divinity on yourself. While benefiting from your Channel Divinity in this way, the creatures within the radius of the bright light are subject to the blinding effect.
- Whenever an enemy creature starts its turn in the bright light, the creature takes radiant damage equal to half your paladin level. Undead and fiends take radiant damage equal to your paladin level instead.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 5 mana to use it again.