The Ember Vigil
A devoted knight’s fire-marked prayer book preserves hard-won lessons about turning divine conviction into controlled, protective force.
Spellbook · Paladin, Oath of Devotion · Level 5
The Ember Vigil
A devoted knight’s fire-marked prayer book preserves hard-won lessons about turning divine conviction into controlled, protective force.

Ex librisSeren ValePaladin prayer and martial devotion

At a glance
Level
5
Paladin, Oath of Devotion
Spells
9
2 signature
At the table
A margin note
Plot hook
Spells
9 spells1st level
5- The next time you hit with a melee weapon attack before the spell ends, the attack deals extra thunder damage. On a failed Strength save, the target is pushed away and knocked prone.
- Duration
- Instantaneous
- Target
- Self; the spell affects the next creature you hit with a melee weapon attack
- Components
- V, S
- Save or attack
- The next time you hit with a melee weapon attack during the spell’s duration, the target makes a Strength saving throw or is pushed 10 feet and knocked prone.
- Damage
- thunder damage
- Higher levels
- The damage increases by for each slot level above 1st.
- Conditions
- On a hit, the target can be knocked prone
- Source
- Player's Handbook (2014)
- Your weapon attacks deal an extra radiant damage while the spell lasts.
- Duration
- Up to 1 minute, concentration
- Target
- Self
- Components
- V
- Save or attack
- No save; applies to your weapon attacks.
- Damage
- radiant damage per hit
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook (2014)
- A creature you touch regains hit points. The spell has no effect on undead or constructs.
- Duration
- Instantaneous
- Target
- One creature you touch
- Components
- V, S
- Save or attack
- No save or attack roll.
- Damage
- + your spellcasting ability modifier hit points restored
- Higher levels
- Healing increases by for each slot level above 1st.
- Source
- Player's Handbook (2014)
- The next time you hit with a melee weapon attack during the spell’s duration, the attack deals extra fire damage and ignites the target. The target can use a Constitution save at the end of each of its turns to end the continuing damage.
- Duration
- Up to 1 minute, concentration
- Target
- Self; the spell affects the next creature you hit with a melee weapon attack
- Components
- V, S
- Save or attack
- The next time you hit a creature with a melee weapon attack, the target makes a Constitution saving throw at the end of each of its turns, ending the ongoing fire damage on a success.
- Damage
- fire damage, plus fire damage at the start of each of the target's turns until the spell ends
- Higher levels
- The initial damage increases by for each slot level above 1st.
- Conditions
- The target sheds dim light in a 5-foot radius, The target cannot become invisible while the spell lasts
- Source
- Player's Handbook (2014)
- The next time you hit with a melee weapon attack before the spell ends, the attack deals extra psychic damage and may frighten the target.
- Duration
- Up to 1 minute, concentration
- Target
- Self; the spell affects the next creature you hit with a melee weapon attack
- Components
- V
- Save or attack
- The next time you hit with a melee weapon attack during the spell’s duration, the target makes a Wisdom saving throw or becomes frightened of you. It can use its action to make a Wisdom check against your spell save DC to end the effect.
- Damage
- psychic damage
- Higher levels
- The damage increases by for each slot level above 1st.
- Conditions
- The target has disadvantage on ability checks and saving throws made to avoid being frightened of you
- Source
- Player's Handbook (2014)
2nd level
4- Your spell bolsters up to three creatures, increasing each target's hit point maximum and current hit points by 5 for the duration.
- Duration
- 8 hours
- Target
- Up to three creatures within range
- Components
- V, S, M (a tiny strip of white cloth)
- Save or attack
- No save or attack roll.
- Higher levels
- Each target gains 5 additional hit points for each slot level above 2nd.
- Source
- Player's Handbook (2014)
- You touch a creature and end one disease or one condition affecting it: blinded, deafened, paralyzed, or poisoned.
- Duration
- Instantaneous
- Target
- One creature you touch
- Components
- V, S
- Save or attack
- No save or attack roll.
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook (2014)
- You summon a spirit that takes the form of an unusually intelligent, loyal, and bonded mount. It appears in an unoccupied space within range.
- Duration
- Instantaneous
- Target
- An unoccupied space within range
- Components
- V, S, M (a small parchment or carved token in the shape of a chariot)
- Save or attack
- No save or attack roll.
- Higher levels
- No effect when cast with a higher-level slot.
- Source
- Player's Handbook (2014)
- A sudden, painfully loud ringing noise erupts from a point you choose. Creatures in the area take thunder damage and unattended nonmagical objects also take damage.
- Duration
- Instantaneous
- Target
- Each creature and unattended nonmagical object in a 10-foot-radius sphere
- Components
- V, S
- Save or attack
- Each creature in a 10-foot-radius sphere centered on a point within range makes a Constitution saving throw, taking damage on a failure or half as much on a success.
- Damage
- thunder damage
- Higher levels
- Damage increases by for each slot level above 2nd.
- Conditions
- Creatures in the area that fail the save are deafened for 1 minute
- Source
- Player's Handbook (2014)
In the margins
3 notes
WarningA flame without aim is only another danger to the innocent. Breathe, then strike.
DiaryThe bell cracked when the thunder came. The people behind me did not.
FormulaDraw the sun in one unbroken stroke; the ward falters if the circle is interrupted.
The book itself
The smell of warm iron lingers around the pages.
Sunburst diagrams mark spells meant to protect allies as much as punish foes.
The owner has patched the scorched cover with a strip of an old tabard.
The caster
Paladin prayer and martial devotionSeren Vale
Studies: Evocation, especially radiant force, flame, and thunder used in defense of others.Manner: Steady and plain-spoken, with a quiet warmth that turns to fierce resolve when someone is threatened.Focus: A sunburst-shaped holy symbol set into the pommel of a longsword; she also traces brief sigils in the air with a coal-blackened glove.Quirk: Before a dangerous prayer, she taps the spine of her sword twice, as if checking a bell for cracks.Wants: Find the arsonist who set the gate fire and learn whether the attack was meant to drive people from a buried shrine.Seren Vale was a town watch officer who held a burning gate long enough for the residents to escape. She took her vows afterward and recorded the prayers that steadied her hands.
The book
A soot-darkened prayer folio bound in crimson leather, its brass corners shaped like tiny sunbursts. Heat-stained vellum pages hold careful spell diagrams beside scorch marks and handwritten battle notes.
Its wards · GM only
About the book
FormatBattle-worn prayer folio
ThemeEvocation
Written by aPaladin, Oath of Devotion
Caster level5
SystemD&D 5E (2014 rules)
Plot hooks
1A monastery asks the party to recover the missing final leaves, stolen by a former squire who believes the prayers can ignite an ancient beacon.
2The folio’s scorched diagrams match a sealed door beneath a ruined chapel, and its wards react whenever the paladin casts a radiant or fire spell.
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