Paladin
Base Class: Paladin

The paladins of the Aerondight Order, sometimes called keepers of the divine, light bearers, or simply Aerondights, represent their faith through constant practice and meditation. They roam the world of Terra searching for lost Aerondight artifacts to bring peace, and ultimately restore their order.

 

The Aerondight hold the will of the gods as a trusted path, and through their virtues believe the will of the gods will restore their order once more.

 

Some adhere to the ideals of the faith, while not beholden to its tenants, are nevertheless Devoted to what it stands for, instead choosing to tread their own path, emblazoned in the same holy light.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Halting Divinity. You can use your Channel Divinity to temporarily slow your enemies down. As an action, you force 4 creatures of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes stunned until the end of your next turn. The stunned creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Holy Perception

Starting at 7th level, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

 

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

Undying Sentinal

Beginning at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Endless Endurance

At 20th level, you gain the ability to empower your endurance granting the following:

 

Using your action, you channel divine power into your body. For 1 minute, you gain the following benefits:

 

At the start of each of your turns, you regain 10 hit points.

You gain resistance to magical and non magical piercing and bludgeoning damage.

Your movement speed is increased by 10ft and your jump distance is equivalent to your movement speed.

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

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