Base Class: Paladin
Tenets
Entropy: Always be at the turning point. In a world constantly seeking entropy followers desire to be at the forefront of change for here they will find the most disparity.
Equality: No one is above another. Will has momentum and one shouldn't be faulted or seen as lesser if they are currently in need.
Endurance: A forward thinking mind can only make it as far as the body carrying it.
Example: Followers are on the front lines seeking to be one of the many beacons they're gathering.
The Holy Symbol for The Oath of Will is a 4 and an E conjoined with the E slightly offset lower.
Oath Spells
3rd-level Oath of Will feature
You gain oath spells at the paladin levels listed in the Oath of Will table. See the Sacred Oath class feature for how oath spells work.
Oath of the Watchers Spells
| Paladin Level | Spells |
|---|---|
| 3rd | animal friendship, identify |
| 5th | suggestion, continual flame |
| 9th | tiny hut, spirit guardians |
| 13th | freedom of movement, stone shape |
| 17th | mass cure wounds, reincarnate |
Channel Divinity
3rd-level Oath of Will feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Bond of Balance. You can use your Channel Divinity to connect 2 other. As an action, you can choose 2 creatures you can see within 30 feet of you. For 1 minute, the 2 beings share a health pool. If reduced to zero, the bond breaks and the creatures are each left with 1 HP. At the end of the spell's duration the Oath bearer may distribute the remaining pool amongst the 2 creatures up to each creatures' respective maximums. If the Oath bearer is unconscious when the spell's duration expires, then any damage done to the pool is distributed equally amongst the 2 creatures.
Planted Flag. You can use your Channel Divinity to inspire those around you. As an action, you present your holy symbol and you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 30 seconds, you and the chosen creatures have advantage on Strength, Constitution, and Dexterity ability checks and saving throws.
Aura of Resurgance
A subconscious voice constantly emanates within, and from you, urging you and those at your side to fight on when all seems lost.
When you or any of your choosing within 10 feet are incapacitated, they get a 4th death saving roll.
At 18th level this voice can be heard up to 30 feet.
Unrestrained
At 15th level, the paladin can no longer be grappled/restrained, petrified, or paralyzed.
Bellow of Second Wind
At the 20th level you can imbue your blood with the power of resurrection. Using an action to wound yourself and split your current health pool in half, any unconscious creature you touch with the blood from the wound within the next 30 seconds gains half of the amount that was just subtracted from your health pool and regains consciousness. The second wind they've received causes them to surge with adrenaline and puts all their base stats at 20 for 1 minute.
Previous Versions
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7/25/2022 6:40:25 AM
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7/25/2022 6:47:10 AM
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Coming Soon
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