Base Class: Paladin
A person who lives to help others, but in a way that shows those people how to help themselves. This character does not believe in Holding Out for a Hero. A Paragon is The Hero. Their ultimate goal is that one day, when the people need a hero, they can be the heroes themselves.
Tenets of the Paragon
The tenets of the Oath of the Paragon reflect a paladin's commitment to fulfilling their calling as a hero worthy of the people.
Integrity. the world is not an equitable place, but you can't throw morality in the garbage just because life's tough!
Determination. We can accept being a victim or choose to be the hero of our own stories. And we make that choice by standing up.
Self -awareness. When we learn our weakness, people can grow stronger and kinder
Selflessness. We know who we are. We rescue the helpless. We raise up the hopeless. We don't measure people's lives... We save them.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Inspiring Determination. As a reaction, you can use this channel divinity. When you would drop to 0 hit points as a result of taking damage, instead you drop to 1 hit point.
Power of Friendship. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and give all allies within 10 feet of you advantage on their next attack, ability check, or saving throw.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Hope
Starting at 7th level, you and ally creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Smile at Death
Starting at 15th level, you have advantage on death saving throws.
Unbroken Spirit
At 20th level,You can now enlighten yourself with the friends you made and the people you have helped. As a bonus action, you gain the following benefits for 10 minutes:
- At the start of each of your turns, each ally creature you can see within 30 feet regains 10 hit points.
- Having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
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