Base Class: Paladin
These paladins are more gruff, with a lesser sense of second chances and redemption. Instead, when they see a weed of chaos or evil, they cut it from the roots. They often hate lords and mighty folk, as they have the power to do good but neglect others far too often. They also would rather see unity that a stand-alone bragger with some margin of skill.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Righteous Aura. As an action, you can create a field of glorious hope, using your Channel Divinity. For 1 minute, you add +1 modifier to their armor class and saving throws, and advantage against being frightened. This bonus increases by +1 at 8th, 12th, 16th and 20th level.
You can end this effect on your turn as part of any other action.
Turn the Mighty. As an action, you present your holy symbol and speak a prayer censuring all humanoids with a size of large or greater, using your Channel Divinity. Each humanoid that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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|
3rd |
|
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3rd |
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|
3rd |
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|
3rd |
Stand Together
Starting at 7th level, while you are wielding a bludgeoning weapon, add a bonus to attack and damage rolls made with that weapon equal to the number of friendly creatures wholly within 20 feet of you.
At 18th level, the range of this aura increases to 40 feet.
Battle Mind
Beginning at 15th level, all enemy creatures within 30 feet of you get disadvantage on attacking allied creatures and advantage on attacking you. Additionally, whenever a creature misses you with an attack wholly within 5 feet of you, you can expend a spell slot to cause that to hit an enemy creature within 5 of you. It does additional damage equal to your proficiency bonus.
Light of Justice
At 20th level, as an action, you can surround yourself in stone armor. For 1 minute you gain the following effects:
You get +2 to your armor class.
You gain advantage on saving throws against spells and other magical effects.
You deal maximum damage with bludgeoning weapons.
Creatures have disadvantage against hitting you.
Once you use this feature, you can’t use it again until you finish a long rest.
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