## *Denizens of the Primal Deserts* Paladins who take the Oath of the Firebrand believe they are children of the Primal of the Sands and therefore do their bidding. It's an oath of delivering honest justice to those who deserve, having the resolve to protect those who are innocent, and the courage to distinguish the two and live without regret. Some of the most feared warriors in Caledon, rumors have spread that they often take the form of their primal, citizens never knowing if the sandstorm is natural, or filled with retribution. And those who see the dreaded Dervish form, well they never live to tell the tale. ## Level 3: Oath of the Firebrand Spells | Paladin Level | Spells | | ------------- | ---------------------------------------- | | 3 | [[Burning Hands]], Homebrew Spell | | 5 | [[Flame Blade]], [[Prayer of Healing]] | | 9 | [[Fireball]], [[Mass Healing Word]] | | 13 | [[Fire Shield]], [[Freedom of Movement]] | | 17 | [[Circle of Power]], [[Flame Strike]] | ## Level 3: Channel Divinity - Oath Tomes Your power is reinforced by the tales sealed within three sacred tomes granted to Firebrands throughout their journey: Justice, Resolve, and Courage. Each tome actives a **Virtue** when opened and grants access to unique abilities, limited only by **Pages.** Consuming a use of Channel Divinity allows you to open one of your tomes, occupying one of your hands. Each ability granted by a tome costs a number of pages to activate and can only be activated once. Once all pages are consumed, you close the tome early, or you fall unconscious, the tome is sealed once again and can't be opened until another channel divinity is used. Every page within a tome costs an action to use. Firebrands start with the Resolve tome and gain the Justice tome at level 7 and Courage tome at level 11. ### Justice (5 pages) (Granted at level 7) **Virtue:** Upon opening this tome, every ally within 60 feet deals an additional 1d4 fire damage on their next damaging ability. This damage increases by 1d4 at level 5, and then again at levels 11 and 17. **(1 page) Searing Spell:** Cast Burning Hands without expending a spell slot. The level this spell is cast increases by 1 at levels 5, 11, 14, and 17. **(1 page) Igniting Burst:** All creatures of your choice within a 15 foot emanation must succeed on a DEX saving throw or take 3d6 Fire damage, half on success. This damage increases by 1d6 at levels 5, 11, 14, and 17. **(2 pages) Heated Rebuke:** Create a 10-foot radius sphere at a point within 60 feet. All creatures must succeed on a Strength saving throw or be pulled towards the center until they are adjacent to other creatures and they take 1d6 Fire damage. The damage increases by 1d6 at levels 5, 11, 14, and 17. The radius increases to 15-feet at level 11 and 20-feet at level 17. **(2 pages) Scorched Aftermath:** Create a field of fire in a 15-foot emanation. Any creature that enters the field (once per turn) or starts its turn there must succeed on a Constitution saving throw or take 2d6 fire damage. This damage increases by 2d6 at levels 5, 11, 14, and 17. The field disappears after Justice is closed or you become unconscious. **(2 pages) Epilogue: Ashes of the Just:** A number of allies equal to your Charisma modifier within 60 feet deal an additional 2d6 fire damage on their next damaging ability and have a bonus to hit equal to your Charisma modifier. ### Resolve (5 pages) (Granted at level 3) **Virtue:** Upon opening this tome, heal a number of allies equal to your Charisma modifier within 60 feet by 1d4 + your Charisma modifier health. This healing increases by 1d4 at level 5, and then again at levels 11, 14, and 17. **(1 page) Desert Bloom:** Repeat Resolve's Virtue. **(1 page) Radiant Recovery:** Remove 1 condition from a number of allies equal to your Charisma modifier within 60 feet. If a condition is removed in this way, heal the ally for 2d6 plus your Charisma modifier. This healing increases by 2d6 at levels 5, 11, 14, and 17. **(2 pages) Azure Sun:** You create a 15 foot radius sphere at a point within 60 feet that remains until Resolve closes or you fall unconscious. Allies are healed for 1d4 + your Charisma modifier. Allies who enter (once per turn) or start their turn within the sphere, are healed again by this ability. This healing increases by 1d4 at levels 5, 11, 14, and 17. The sphere radius increases to 15-feet at level 11 and 20-feet at level 17. **(2 pages) Shining River:** Allies within a 15 foot emanation are healed for 2d6 + your Charisma modifier health. Additionally, they can use their reactions to move up to their movement speed without triggering opportunity attacks. The healing increases by 2d6 at levels 5, 11, 14, and 17. **(2 pages) Epilogue: Eternal Oasis:** Cast Beacon of Hope. ### Courage (5 pages) (Granted at level 11) **Virtue:** Upon opening this tome, grant temporary hit points equal to your Paladin level to a number of allies equal to your Charisma modifier within 60 feet. **(1 page) Unflinching Charge:** Repeat Courage's Virtue and grant those allies an additional 10 feet of movement speed on their next turn. This speed increases to 15-feet at level 5, 20-feet at level 11, 25-feet at level 14, and 30-feet at level 17. **(1 page) Daring Challenge:** Every enemy within a 10-foot emanation must make a Wisdom Saving Throw. On a failure, their attacks against any target other than you is made at disadvantage until the end of your next turn. Additionally, during that time, grant yourself +1 AC and +1 to all saving throws. **(2 pages) Valiant Bulwark:** Create a 15 foot radius sphere at a point within 60 feet that remains until Courage closes or you fall unconscious. Ranged abilities cannot enter or leave the sphere. The sphere radius increases to 15-feet at level 11 and 20-feet at level 17. **(2 pages) Stalwart Stand:** Any Allies suffering from the Blinded, Charmed, Frightened, Grappled, Incapacitated, Paralyzed, Restrained, or Stunned conditions within 60 feet can attempt to roll the saving throw to end the condition when you use this ability and do so with advantage. **(2 pages) Epilogue: Unbroken Lines:** Allies within a 15 foot emanation take 0 damage the next time they would take damage. Additionally they have advantage on the next spell or abilities that would displace them or cause a condition or their roll to end those conditions. ## Level 7: Aura of Purging Flames If enemies enter (once per turn) or start their turn within your Aura of Protection, they take 1d6 Fire damage. Additionally, allies can take this damage once to automatically succeed on a saving throw to remove a condition on themselves without spending any actions at the start of their turn. This damage increase by 1d6 at levels 11 and 17. ## Level 15: Primal of the Sands Once per long rest, when you are reduced to 0 hit points and not killed outright, you can drop to 1 Hit Point instead, you regain number of Hit Points equal to your Paladin level, and can fly 50 feet as a reaction without triggering opportunity attacks. You turn into a cloud of sand until the start of your next turn making you untargetable, you have advantage on all saving throws, and if you were to take half damage on a saving throw you succeed, you instead take no damage. At the start of your next turn, you take on the appearance of an avatar of the Primal of the Sands and channel power of the dervishes who worship it. You have advantage on all attacks this turn and have double movement speed. ## Level 20: The Lost Library For 10 minutes you don't expend uses of your Channel Divinity when opening tomes and you have unlimited pages.