Paladin
Base Class: Paladin

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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.

Stomach Churn. As an action you can select up to two creatures within 30 feet of you to poison they must succeed a constitution saving throw against your spellcasting ability or become poisoned taking 1d10 poison damage at the start of each of their turns for the next 1 minute. The creature(s) may remake the saving throw at the end of each of it's turns.

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

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of shield sparkles

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to bludgeoning, slashing, and piercing damage from nonmagical sources while you are conscious.

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

undying sentinel

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

avenging angel

At 20th level, you can assume the form of an angelic avenger. Using your action you undergo a transformation. For 1 hour you gain the following benefits:

  • wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. the first time any enemy creature enters the aura or starts its turn there during battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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

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