Paladin
Base Class: Paladin

Not all men are created equal. Some people need a symbol that they can believe in; something that allows them to go to sleep at night and not worry about their safety in the morning. When you take the Oath of a Hero you devote yourself to becoming that symbol for the masses to rally behind. These heroes can be kings, knights, princesses, or even a commoner pushed to protect his homeland when no one else would.

TENETS OF A HERO

Courage. Your feet should move before you have a chance to doubt.

Determination. Hold firm to your ideals, and never back down.

Selflessness. Those who are hurting are more important than yourself. Always put them ahead of yourself.

Kindness. Be a friend to those in need. Hold out a candle for those lost in the dark.

Channel Divinity

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

Heroic Presence. As an action, you make your presence known on the battlefield. Each hostile creature 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 frightened of you for one minute. While frightened in this way, if the creature can see you, it cannot move and has disadvantage on Dexterity saving throws.

Frightened creatures can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

 

Oath of a Hero Spells

You gain oath spells at the paladin levels listed.

Oath of a Hero Spells
Paladin Level Spells

3rd

heroism, sanctuary

5th

aid, hold person

9th

beacon of hope, spirit guardians

13th

guardian of faith, locate creature

17th

commune, hallow

Aura of Inspiration

Starting at 7th level, you and friendly creatures within 10 feet of you gain 1d6 + your Charisma modifier temporary hit points at the start of each of your turns.

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

Heroes Never Die

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.

Symbol of Peace

At 20th level, as an action, you can push your body and your power far past your limit. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature must roll a Charisma saving throw. If a creature fails, they use their action on their turn to drop any object they are holding and become prone.

In addition, for the duration, you have advantage on saving throws against spells cast by creatures with an Evil alignment.

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

Previous Versions

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