Paladin
Base Class: Paladin

Tenets of the Unbreakable

  • Unearth Gems.   See the value in everyone around you and treat them well and with honor.

  •  Kindle Courage.   By leading through example and never backing down, you can fan the flames of your ideals and hopes and anchor the courage of those around you. Strive to be known by deeds and not words.

  •  The Stone Protects.   Defend the weak, protect them, shield them from danger.

  •  The Mountain Endures.   Hone the body. Like raw stone, your body must be worked so its potential can be reached. Every hardship serves to challenge your abilities and harden your resolve.

  • Challenge the Strong.   Be the first spark. You are unbreakable. Show no fear and take little caution. In the face of evil and tyranny, be the first to rise against it and bring change.

     

Oath Spells


 

Paladin Levels Spells
3rd Shillelagh, Absorb Elements, Heroism
5th Heat Metal, Maximilian’s Earthen Grasp
9th Melf’s Minute Meteors, Erupting Earth, Meld Into Stone
13th Wall of Fire, Stone Shape
17th Transmute Rock, Wall of Stone

Channel Divinity

When you take this oath at 3rd level, you gain access to the cantrip Shillelagh and the following two Channel Divinity options.

Igneous Bulwark. Anytime you take damage from an attack or spell, you can use your reaction and your channel divinity to dig into the ground like a small mountain and reduce all damage you take by an amount equal to three times your paladin level. 

 Unstoppable Tide. You can spend an action to use your channel divinity to erupt into a roaring flood of magma and ash, moving up to your speed in a straight line. You can assume this form for the rest of your turn, and while in it, ignore all difficult terrain.

You can move through enemy creatures, and the first enemy creature of up to one size larger than you (or smaller) that you come in contact with must succeed on a strength saving throw or take bludgeoning damage equal to 2d8 + your paladin level, and be forcefully moved along with you until you finish your movement.

Each other creature whose space you or the creature you are pushing, pass through during this action must succeed on a dexterity saving throw or be knocked prone. Alternatively you can pass through small holes, narrow openings or mere cracks.

When you move, you create 5-foot squares of difficult terrain under you. You ignore difficult terrain created by this effect.

 Each tile of lava deals damage equal to half your paladin level in fire damage to any creature that enters it for the first time or ends its turn there. The area cools down and returns to normal terrain after 1 minute. Any creature killed by this feature becomes a statuesque cast of ashy, white stone, frozen in place with lifelike detail.

Aura of Solidarity

 

Starting at 7th level, your mere presence is enough to bolster your allies’ resolve in battle. You emit an aura of protection while you aren't incapacitated. When you and friendly creatures within 10-feet of you are hit by an attack or spell, you reduce all damage taken by an amount equal to your Wisdom modifier (min 1). You reduce damage this way before resistances have been calculated.

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

Shelter the Innocent

Beginning at 15th level, your very soul cries out to give aid to those around you. As a bonus action on your turn, you can use the help action on a creature within your Aura of Solidarity. Additionally, allies who are within 5 feet of you, and are of your size or smaller, gain the benefits of 1d6 to AC or half cover.

Tectonic Angel

At 20th level, you can take the form of an elemental being of primordial magma, your heart generating seismic waves that ripple throughout your body. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

Creatures in a 10-foot cone in front of you that have immunity to fire damage are instead treated as if they have fire resistance. Attacking creatures lose that fire resistance. For the player character, instead of taking fire damage you gain temporary hit points equal to half the damage you would have taken.

A veil of smoky ash cloaks you from hostile sight in a 30-foot radius around you. Allied creatures within this aura gain resistance to fire damage and ignore the difficult terrain you create.

Once during the duration, you can use one of your Channel Divinity options without needing to spend a use of your Channel Divinity. This does not allow you to combine the effects of the same Channel Divinity if it’s used multiple times.

Each creature within 5 feet of your target, other than the target, must make a saving DC or take fire damage equal to the damage dealt by your smite not including any bonus damage dealt from a critical strike, vulnerability, or other damage increasing effects.

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

 

Previous Versions

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