Paladin
Base Class: Paladin

some paladins swear an oath to lead others to victory. these paladins are selfless commanders willing to sacrifice themselves to save their own men if needed but they should not be in those situations if they are to be a good leader

Tenets of The Leader

Lead your men to victory or sacrifice yourself to let them survive: as a leader of others you must be willing to make the ultimate sacrifice to let those less fortunate survive no matter the cost to yourself. but you also must not let this happen and lead others to victory over their foes through strategy and skill unmatched.

Here I stand: you must never abandon those less fortunate and stand to defend everyone who is in need of it even if they are mindless beasts or evil aligned. if they are not deserving of their fate then you must protect them.

One being do not mean all: as a leader you can not judge others on what they are. everyone has a chance to prove themselves and to lead a good life so you must not judge them for their religion or others of their kind. treat everyone like they are your ally until proven wrong.

 

Channel Divinity

Leading Presence: your words carry weight and your presence carries courage. when you use this channel divinity your shout out words of encouragement and all allies that can hear you gain temporary hp equal to 1d10 + your charisma modifier. this effect lasts until they take a short rest or lose all the temp hp.

For the Men: when you use this channel divinity for 1 minute all your smites grant you temp hp equal to the elemental damage dealt. this hp must then be granted out to allies within 30 feet of you otherwise it dissipates at the end of your turn.

Aura of the Leader

starting at 7th level you constantly reinforce your allies with your presence. every ally within 10 feet of you has advantage on death saving throws and is immune to the charmed and frightened status. at 18th level the range increases to 30

My Men are my Power

Starting at 15th level you are bolstered by your allies. if an ally is within 30 feet of you you gain temporary hp equal to your charisma modifier. if no allies are within 30 feet of you your attacks deal additional radiant damage equal to your charisma modifier.

Legendary Leader

At 20th level you can shout out words of encouragement to your allies within 90 feet. all your allies gain half their max hp in temporary hp and all their attacks deal additional damage equal to your charisma modifier. all enemies that can see and hear you get disadvantage on all saving throws unless they are immune to the frightened condition.

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