Paladin
Base Class: Paladin

The Holy Knight is one of the "special Knight" jobs, capable of dealing physical damage from both short and long ranges, while boasting high stats across the board. Its Holy Sword is a force to be reckoned with, and has some of the strongest abilities in chapter 2, being instant and costing no MP, and also having a small chance to inflict status ailments onto the targets. Holy Sword abilities become even more powerful once the player obtain knight swords, which not only have high power, but also grant passive effects to their wielder. Agrias is the only playable Holy Knight (should the player recruit her), with Delita's being a guest character. Wiegraf is an enemy "White Knight" with similar abilities and strength to a Holy Knight.

Channel Divinity

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

Northswain's Strike - As a Bonus action can Infuse strike with the hand of death. Roll a percentile dice and if it's between 95-100 The creature instantly dies. Can do this Prof/day.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead 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 turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

Judgement blade , sanctuary, 

5th

lesser restoration, Shellpunch Hellsbite

9th

Cleansing strike, dispel magic, 

13th

freedom of movement, guardian of faith

17th

commune, flame strike, Devine Ruination

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Crystal Sanctuary

At 20th level, as an action, you can emanate an Zone of crystal. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Once per long rest, as an action, you can create a field of crystal aura that has a 30 FT radius, and gives off dim light that will light dark spaces. Whenever an enemy creature starts its turn in the sanctuary, the creature makes a con save and will take 3d20 damage and half as much on a pass. If a creature rolls a nat 1 on save will turn to crystal. You also have an advantage on saving throws against spells cast and can choose up to 6 creatures to be safe inside the zone. They also will have an advantage on saving throws.

 

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

Previous Versions

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2/26/2024 10:21:49 AM
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