Paladin
Base Class: Paladin

Those who find themselves taking the Oath of New Horizons must perform their roles perfectly. Coming from sinful and unforgivable pasts, these Paladins are chosen by their respective gods to atone for their sin by serving them as religious sentinels. They serve their gods to their utmost abilities for hope of redemption. These Paladins are typically seen as “lower-class” religious knights, as they are working for selfish goals such as self-preservation.

As such, these Paladins are given their own Religious Sponsor. Typically a Cleric or Paladin of their church which pleaded for this opportunity for them. This Sponsor is to be their direct superior for the foreseeable future. 


 

Tenets of New Horizons

The tenets of New Horizons are put in place to keep the Paladin faithful.

Trust. Trust is the core tenet of New Horizons. The sinner must work to gain the trust of their god by acting as a holy knight, enacting the god’s will. In return, the god will consider forgiveness.

Redemption. As a knight hoping for forgiveness, you must consider the good in even the most heinous evil. Before you act, consider the potential for redemption in your enemies.

Loyalty. You are nothing but a sinner who was given a second-chance. You are to remain loyal to your god and your religious sponsor for the rest of your days.

 


 

Oath Spells

You gain Oath Spells at the Paladin levels listed below.

Oath Spells

You gain oath spells at the paladin levels listed.

 

 Channel Divinity

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

  • Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Living Legend

At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

 

Oath Spells

Oath Spells

You gain Oath Spells at the Paladin levels listed below.

 
PALADIN LEVEL SPELLS

3rd

hunter’s mark, sanctuary

5th

lesser restoration, zone of truth

9th

beacon of hope, revivify

13th

blight, guardian of faith

17th

commune, flame strike

Channel Divinity

 

  • Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Living Legend

At 20th level, you can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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