Paladin
Base Class: Paladin

Tenets of the Vanguard 

Though the exact words and strictures of the Oath of the Vanguard vary, paladins of this oath share these tenets.

Humility.  You are of the people, never seek to advance your own interest over there's or think yourself above them.

Justice. Never use force with brutality or anger in mind, only use what force is required.

Equity. Fairness in all things, seek to advance the need of the community over yourself so that others might learn to do so.

Progress. Always seek to achieve the best outcome for the community.

Unity. Others may have differing ideas of how to achieve progress, do not discredit them based on esoteric and trivial reasons of ideology and instead seek to work with them.

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

They Shall Not Pass!
As a bonus action you may choose a number of creatures you can see equal to your Charisma Modifier. Each of those creatures makes a Wisdom saving throw, on a failure they are frightened of you and until the beginning of your next turn any attacks made against them are made with advantage.

Up the Workers!
You may choose any number of creatures within 60ft of you. Each of those creatures gains hit points equal to Half your paladin level and if they are prone can stand as a free action. If any of those creatures are suffering from the Exhaustion condition you also relieve a number of levels equal to your Charisma Modifier.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Vanguard Spells

People's Champion

At 7th Level, you learn to put yourself between those who can't defend themselves and lethal damage.

If any number of creatures within your Aura of Protection or Aura of Courage ​would take damage from a single source (such as a Fireball) you may chose to take half the highest amount of damage that source can deal instead. If you do, none of those creatures take any damage.

All Power to the People

At 15th Level, whenever you take damage, each friendly creature within your Aura of Protection or Aura of Courage gains a number of temporary hit points equal to Half your Paladin level. Temporary hit points do not stack.

You May Kill the Revolutionary...

At 20th level, if you would ever make a death saving throw you may chose to deliberately fail it it instead of rolling. If you do, any creatures who can see you can add 5D8 Radiant Damage to the damage of a successful weapon attack until the end of their turn.

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