Paladin
Base Class: Paladin

The Oath of The Divine Champion is taken when a paladin becomes more than a paladin. Their God names them their Divine Champion to represent them and fight their battles wherever they may be found. To take this oath is to become your diety's chosen knight--for better or for worse. Such oaths are not offered lightly and breaking them is suicidal.

These paladins often adorn their armor gaudy motifs representing their god, seeking to create a strong likeness that none would doubt who's champion stood before you.

Tenets of Devotion

The tenets of the Oath of The Divine Champion may go without saying, but...

Obey your god in all things, and carry out their will.  Your will is unimportant when it does not coincide with the will of your god. You are their champion in all things. Do not let them down.

Never seek for yourself favor from another diety. It does not do for a champion to fraternize eagerly with other gods. You belong to your god alone.

Represent them faithfully. Your triumphs and your failures will now reflect on your diety as they have chosen you to represent them. Bring them glory, not shame.

Channel Divinity

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

Divine Challenge. As a bonus action, you compel a creature within 10 feet of you to focus its attacks upon yourself. The creature makes a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on attack rolls for any attack that doesn’t include you as a target for 1 minute. Creatures who fail this saving throw also take your proficiency bonus in radiant damage for all attacks not directed at you. The creature can repeat the saving throw at the start of its turn. On a success, the effect ends.

Divine Ward. As a reaction, you protect an ally from harm if they are within 10 feet of you and are hit with an attack. You must use this ability before the damage result is known. When you use this ability, whatever damage or conditions that would have affected your ally affect you instead. You make any saving throws as normal. The ward remains on the target for 1 minute, and you can use your reaction on subsequent turns to redirect further damage or effects to yourself.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Divine Champion Spells

Aura of Stalwart Defense

Starting at 7th level, friendly creatures within 10 feet of you add a bonus to their AC equal to half of your charisma modifier (rounded down) while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Champion's Tenacity

Starting at 15th level, once per day, as a reaction to being reduced to 0 hit points, you summon righteous blazing tenacity in the face of certain death.

Enemies roll disadvantage on attacks against you while you are below 50 hit points, and you heal (5 + your Constitution modifier) each round for 1 minute. Once you use this ability, you can’t use it again until you finish a long rest.

Champion's Ascension

    At 20th level, you have ceased to age. You don’t need to eat, drink, or breathe. As an action, you can empower your weapon with the glory of your god to gain the following benefits for 1 minute:

    • When you take the Attack action on Your Turn, you can make one additional Attack as part of that action.
    • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on The D20.
    • Once on each of your turns when you make a weapon Attack and miss, you can cause that Attack to hit instead.

    Once you use this feature, you can’t use it again until you finish a Long Rest.

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