Paladin
Base Class: Paladin

This is your city. In a meaningful way, you may even be this city.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

City Cant. You can use your Channel Divinity to mark a door with a secret rune taught to you by the city. At any time after making the first mark, you can mark a second door with the corresponding rune. Speaking the command word activates either rune and the next time that door is opened from the side marked by the rune, it opens to the other door marked by the corresponding rune, exiting out to the side the rune was marked on. If a rune is destroyed, the connection can no longer be made. (However, the doors remain linked as long as they are open, even if one or both runes are destroyed). Replacing a rune uses another Channel Divinity.

Change in Accordance. You can use your Channel Divinity to briefly alter the city's terrain, either physical or metaphysical. You can take an action to cast either of the spells Forbiddance or Move Earth. No material components are needed to cast these spells while done inside your city.

Aura of Hometown Pride

Starting at 7th level, you are on your way to melding with the city. No matter the type of armor you wear, while inside your city, you can never roll stealth at disadvantage. Also, you have perception in History checks made about your city. If you already have proficiency in History, you can double your proficiency bonus for any roll made concerning the History of your city.

  • You know the Guidance cantrip but can only cast it on creatures you deem to have no ill intent toward your city. Knowing Guidance this way does not allow you to cast it on yourself.
  • You know the Message cantrip but can only cast it on creatures you deem to have no ill intent toward your city, and can only cast it while inside your city.
  • When you cast the Ceremony spell on humanoids who were either born in the city or have lived in the city for a year or longer, you can do so without material components.

Key to the City

At  level 15th, the next time you cast Galder's Tower, you will find one weapon of your choice with a rarity of Legendary or lower.

Champion of the People

At 20th level, you have proven yourself as a sentinel for your city. Interactions with the inhabitants of this city come easy to you.It's become accepted you have the people's best interests at heart:

  • You have advantage on animal handling checks made within the city.
  • You roll double your proficiency bonus on Persuasion rolls toward humanoids who were born in the city or have lived there for a year or longer.
  • You can use the Help action as a reaction on any creature in your line of sight, as long as you're within your city.
  • You gain two additional uses of Channel Divinity.

 

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