Base Class: Paladin
Once in a life before the this person had been leading a life found to be of great interest to a celestial. They watched your life unfold and your end come. In that moment with your own path lost , they intervene and lay another before you. The paladin has been chosen as a champion to the celestial or otherwise , hey will find many gifts given as long as they remain in favor, for the Celestial power will lend far more than blessing to their champion. The patron of them will communicate through dreams or through omens etc. To guide and protect . You are an anchor and conduit for the force it wants to enact upon the world. And so if the DM chooses to , you will have both great boons and new flaws as the power Granting you resistance to being controlled outside your wills ,but separation will be possible and you are vulnerable to spells which target the celestial presence you harbor.
Through my Flesh , We will Guard - Your body shall build toward a Towering Shield, to guard and protect what good is left in the world that cannot defend itself.
Through my Hands, We will Strike - Your prowess in combat shall crafted toward a Great Sword, to slice away the wicked and pierce the corrupt.
Through my Stride , We will Seek - Your treks across land will be endured toward a Endless Crusade, to reach every good and end every evil in the world.
Through my Blood , We will Cleanse - Your tireless blood and sweat poured into perfecting yourself shall be a Ceaseless goal, to know that your work is Never Done.
Through my Bone , We will Carry - Your bones shall harden toward a Mountain , to take the burdens and hopes of the world to carry upon your shoulder.
Through Our Will , None are alone - Through your Deity's manifested desires and your bottomless resolve will be the paths of Hope spread into the world and Everyone shall one to always cling to.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Prayers for Execration- Once Per Long rest , You may use your action to speak a prayer of contempt and hold out you holy symbol while doing so, using your Channel Divinity. Foes within aura range of you during your action and movement during that turn that you can see, must make a Wisdom saving throw. Creatures immune to frightened do not make a saving throw( Fiends and Undead have a disadvantage ) DC {{savedc:cha}}
On a failed save, the creatures are frightened for 1 minute or until it they succeed a Wisdom saving throw at the end of their turn. While frightened, the creature’s has a movement speed capped at 1/2 base speed.
On a successful save, the creature’s speed is capped at its normal base 1 minute or until the creature takes any damage.
Resolve of the Dauntless -Once Per Short rest , You may use as a bonus action, You in a hushed tone speak a vow and strengthen your resolve to walk you destined path, you may select any creature within your line of sight. As long as you do not move willingly away from the creature, you gain advantage on attack rolls and rolls against it's attacks until it's HP is 0 or you rest
Celestial Intervention -
When one would be falling unconscious or rolling to survive death throws, they may have a divine intervention to be saved by their Patron -
Upon falling roll a d20 and on 7-11 their intervention comes and their form is the nexus point of a mass surge in celestial energy as the diety tries to prevent their fall once again, their form shifts and converges with that of their patron as the essence of a higher power pours into the world granting a massive explosion of energy in the fading tear.
On a nat20 roll the form completes without causing exhaustion or expending all class feature skills
On a nat1 roll the form implodes expending the charge, and still causes exhaustion and class features expended
Otherwise, can be activated on a death saving throw of 7
- The Paladin shall receive a torrent of energy from their patron in an attempt to aid their Last Stand and granting them a temporary revival with now maximum Temporary HP equal to 10 x class level {{10*classlevel}} and hover at normal speed , or lasts {{modifier:cha}} minutes.
- During this form activation;
- All active oath class features charges are reset
- At the end of your turn, enemies in aura range and yourself must make a charisma saving throw of {{savedc:cha}} . If failed you lose {{2*modifier:cha}} Temporary HP , foes suffer {{modifier:cha}} radiant damage and {{modifier:cha}} fire damage (successful saves take no damage ) as the very souls of all begin to burn away in the torrent..
- You gain {{modifier:cha}} to attack rolls and saving throws
- You are cannot be healed in anyway during this time , however all active oath features charges are reset for use
- This form fails when Temporary HP is reduced to 0 or when {{modifier:cha}} minutes pass.
- When completed you are stabilized at 0 hp and lose all charges of oath features ( Astral Charge, Retribution , and Echoes )
This influx of energy only lasts for a short while and only renews at dawn
Oath of Consecration Spells
Oath of Celestial Consecration Spells -
- Starting at level 3 and continuing every three levels to 18th , The Paladin , through faith and work , is able turn a known spell into one of favor, meaning it will always be prepared for use by the Paladin.
- Also continuing to help whenever possible, the Patron will grant the Paladin a spell to be in favor as well , however this spell granted may be from any school or major or level it sees fit. ( These spells are equal up to the highest possible learned spell of the Paladin at the time, work with your DM which spells thematically make sense to be gifted by your Patron )
- Lastly, the Paladin is gifted the knowledge of a two cantrips, and three ritual cleric spells, with two from another school
Unrelenting Vanguard
By 7th level, your mind and body are one in the pursuit of destiny and your patron will help you always be steady and those whom are found to be of little faith or a step in your way, shall not escape their fate.
Astral Charge - You may expend an action to charge a visible creature within aura range , the enemy must make a constitution saving throw {{savedc:cha }} , as the spectral visage of your patron tears and thrusts the paladin through the planes to the foe. If failed, the target is knocked prone and hit with {{modifier:cha}} d4 plus {{modifier:cha}} force damage as the Paladin collides at great speed and then steadied right along side it ( 5 ft in melee ) from the direction originally from, this movement does not provoke opportunity attacks. Also if affected by Vow of the Dauntless or frightened the target is stunned until the end of their next turn, and takes an additional {{2*modifier:cha}} radiant damage. ( if the save is succeeded , the target is takes 1/2 damage and not prone or stunned )
Inviolable Path - Your find your faith rewarded and body emboldened by the power at your back that will grant you swift passage to your destiny. At the end of your turn, if there is an enemy within aura range, that is under your Vow of the Dauntless or frightened, your movement this turn cannot be reduced below your normal speed until the end of your next turn.
Aspect of the Intrepid
Starting at 15th level, the authority with which you speak your Somme and as they give in to fear, gives you greater power over your foes as they threaten to overwhelm you. For when you are struck in combat , all foes within your aura range, and any enemy afflicted by [condition]frightened[/condition or Vow of the Dauntless face retribution as your patron pours fourth ethereal energy into the material plane in your defense.
Celestial Retribution - When a creature lands an attack against you, you may use your reaction to Invoke a Celestial Retribution against the foe ( s ) in range . All creatures within aura range make a strength saving throw {{savedc:cha}} . On a failed save, the enemies are knocked back 10 ft. and prone . If the creature is under the effect of Vow of the Dauntless or frightened ,they additionally take {{modifier:cha}} d4 plus {{modiefier:cha}} force damage and knocked back another 10 ft. from an ethereal force from your patron as it attempts to defend you. ( on a succesful save, the creatures take no damage and are not knocked back prone. )
Planar Echoes - When you land a melee strike upon an enemy, you may use your bonus action to produce celestial echoes to strike enemies within your aura range. Foes affected must make a dexterity save {{savedc:cha}} , on a failed save the enemies take 1/2 the total damage radiant damage and creatures under Vow of the Dauntless or frightened take an additional 1/2 the total damage fire damage ( on successful saves the creatures take no damage )
Angelic Avatar of Destiny
At 20th level, you can assume the form of an angelic avatar of your patron. Using your action, you undergo a transformation. For 1/2 hour, you gain the following benefits:
- Ethereal and Armored wings sprout from your back and grant yourself a flying speed of 45 feet. and increase AC by {{modifier:cha}}
- You emanate an aura of providence in a 30-foot radius.
- The the first time an enemy creature enters the aura or if a creature starts its turn there during the battle, the creature must succeed on a Charisma saving throw or become EMBERED , they are treated as frightened and ignite for {{modifier:cha}} d4 fire damage per turn of you until it makes a successful CHA saving throw (DC {{savedc:cha}}) at the end of their turn during your transformation.
- While EMBERED , all of your or allies attacks gain advantage against the creature, and all of its attacks have disadvantage against you or allies. As it now suffers the burning agony of it's soul, and cinders of ethereal flame catch alight by your Will.
Once you use this feature, you can’t use it again until you finish a long rest.
Improved Celestial Intervention -
Improve intervention occurrence to happen upon instant death as well , the effects of Celestial Intervention are improved as the form is now more stable and the conduit is fierce
- Add your charisma modifier {{modifier:cha}} to attacks rolls
- Creatures within aura Range have a disadvantage to save from Intervention
- Unlimited use of class features while active , and recharge for use of all class features
- Lastly, Removal of the Nat1 and Nat 20 effects , however do still activate with removal of exhaustion and class feature expense afterwards as well.
Previous Versions
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