Paladin
Base Class: Paladin

as said, work in progress

Channel Divinity

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

Powerless. As an action, you cause your enemies to lose their confidence, using your Channel Divinity. For 1 minute, you can subtract your Charisma modifier from attack rolls made against against you (with a minimum of -1). When a creature causes you to take damage, this effect no longer works on that creature until you finish a long rest.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Extinguish Hope. As an action, you present your holy symbol and speak a threat, using your Channel Divinity. Each hostile creature with an intelligence score of 7 or higher 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 in despair for 1 minute or until it takes damage.

A creature in despair can't use actions, bonus actions and concentrate on spells. It also can’t take reactions.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Inevitability

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be affected by exhaustion.

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

Hope Leech

Beginning at 15th level, you gain the effects of the beacon of hope spell when you deal damage to a creature. This lasts until the end of your next turn.

Despair

At 20th level, as an action, you can push back the darkness around you, bolstering nearby allies. For 1 minute, non-magical dark light in a 30-foot radius around you becomes dim light and non-magical dim light in a 30-foot radius around you becomes bright light.

You and creatures of your choice within 30 feet of you add your Charisma Modifier to their armor class.

In addition, for the duration, hostile creatures within 30 feet of you must succeed on a Wisdom saving throw or be frightened by you. They have disadvantage on Wisdom saves rolled for this ability and can repeat that save at the end of their turn. Creatures frightened in this way have their armor class reduced by an amount equal to your charisma modifier. If a target's saving throw is successful, or if the effect ends on it, that target is immune to this effect for the remaining duration.

Once you use this feature, you can’t use it again until you finish a long rest.

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